Outback

Outback rc4

S.W.A.T.Y

Banned
Sep 28, 2008
315
116
Found a few bugs on the map, its kinda hard for red to defend any point other than the last. Reds 2nd spawn room was very confusing since I think the signs were messed up. People complained about the sounds/boxes that say you are now attacking and the cart is getting close and sounds like that being backwards, maybe the red sounds are heard on blue and visa versa, might need more investigating.

1. Do not enter sign was on the door when we were suppose to go through it, red first spawn.

2. Rubble from explosion came into spawn room.

3. Theres a white line on the left, I got a bad pic of it but its there.

4. I seem to get caught on that part of the door area.

The map is very large and its kinda empty at parts, keep adding to it, currently its very easy for blue.

Thanks for the feedback! :D, I fixed all the problems that you said above, I'll see what I can do about the sounds and signs.
 

S.W.A.T.Y

Banned
Sep 28, 2008
315
116
So I've decided to change it outback so the next update will be pl_outback_RC that will fix everything that the current version has.
 

Chaopsychochick

L4: Comfortable Member
Jun 16, 2009
189
91
Just played this for game day and wanted to share my thoughts:

-First I do want to say that it is a very pretty map, I like a lot of the detailing work that you have done, it looks really nice!

-On to the less fun stuff, the feel of this map is just too big. It takes forever to get anywhere, so everyone ends up pretty spread out. What this turns into is that red is fairly spread out, so it makes it really hard for red to put up a defense, especially given all the various paths all over the place. However, it does come a bit together for red at a couple of points where it does seem to choke, the third and last points really struck that in my mind. I believe that those were the hardest places to cap and push through. The last one in part because of how long it took blue to get there.

On that note, I do have to say I think given the size of the map, is that it kinda feels like it is a three part multi-stage map all pushed into one. You have the area for it, each area is fairly well designed, but it just goes on and on and on.

A couple of other issues: The spawn for blue at the third point is just way too close to the point that they just captured, I didn't even realize that was their spawn and ended up camping them for a little bit because the fighting over that point was still going on. Also with the spawns is you have the do not enter sign on the door and that is REALLY confusing, the first time, I didn't want to run through it and was trying to find the 'real' exit. Eventually I managed to figure it out, but it really threw off the flow state I was in.

Otherwise, I really do like it, though I have to say, I don't think that the map is ready for RC yet, there are still some pretty core game play balance issues that need to be worked out first!

Best of luck, and I look forward to seeing what you do with it.
 

PenPen

L5: Dapper Member
Apr 24, 2008
207
136
Played it on gameday and I think the map feels rather cramped overall. Blu can easily push to point A once it's been cleared. It's also a little too long as well. The last part feels like a mini-badwater last section.

Chaopsychochick pretty much said what I said already, so I'm not going to repeat what he said. It does look nice but my frame rate isn't very good in the map.
 

runtime

L1: Registered
Jul 4, 2009
22
5

uma plata

L6: Sharp Member
Jan 20, 2009
294
93
I agree, I played a few rounds today, and the size I think is an issue. I couldn't imagine the work it would take to fix it though, seeing all the detail already in it (which looks great, btw)

My suggestion is just to close off some of the extra space. Like at the last point, there is a catwalk around the whole area, which gives blue pretty good access to Red spawn if they make it that far. There are also large open areas under ledges, one room with a hole you can drop-down...I would just close some of these up, funnel the action through a little tighter area.

Just plan out the flow of the game a little more. Where does Red regroup after Blue have pushed through caps 1, 2, 3, 4? Once you have this in mind, the layout changes needed should come soon after
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
It's an alright map. It seems a little bit cramped, and some of the twists and turns and ups and downs seem like just fillers. Here's a bunch of screenshots with things I noticed. If one has already been said, I apologize, but I really don't want to read 9 pages of posts.

http://dl.getdropbox.com/u/1490725/pl_winnebago_b80001.jpg
At the last cap, I can rocket jump onto one of those. I think I'm actually landing on the support beneath the awning, but just check. It's odd to be able to stand one place on that, and not on the other. Both solid or both nonsolid will fix that.

http://dl.getdropbox.com/u/1490725/pl_winnebago_b80002.jpg
http://dl.getdropbox.com/u/1490725/pl_winnebago_b80003.jpg
Like the Medic asked that was healing me "Are you stuck or are you enjoying the view?" I was both, sort of. I didn't expect to be able to land there (I was actually checking for exploits). I don't know if you want to keep that (I like it, but I always find places to rocket jump), but I thought I'd let you know.

http://dl.getdropbox.com/u/1490725/pl_winnebago_b80004.jpg
At the start, I'm thinking Snipers could have fun on the right side sniping into spawn.

http://dl.getdropbox.com/u/1490725/pl_winnebago_b80006.jpg
http://dl.getdropbox.com/u/1490725/pl_winnebago_b80005.jpg
http://dl.getdropbox.com/u/1490725/pl_winnebago_b80007.jpg
The first picture is to show you where I am. If I rocket jump, I see a displacement that isn't sewn, picture 2. Picture 3 is in the same place - That blocked off entrance looks really weird with the way the lighting is.

http://dl.getdropbox.com/u/1490725/pl_winnebago_b80008.jpg
http://dl.getdropbox.com/u/1490725/pl_winnebago_b80009.jpg
http://dl.getdropbox.com/u/1490725/pl_winnebago_b80015.jpg
http://dl.getdropbox.com/u/1490725/pl_winnebago_b80016.jpg
Your spawn room doors show the No Entry sign, but...we're supposed to go through them, and we can go through them.

http://dl.getdropbox.com/u/1490725/pl_winnebago_b80011.jpg
This specific area is not right. No normal place has you going down stairs and then immediately up some more stairs. Unless you're adding a room down there, I see no purpose why you can't just have it straight. If you want a slight elevation change, put a couple stairs (just a couple) that lead to a slightly raised platform with a health kit. it doesn't affect anything, and it won't lok out of place. Add a steal door texture to the wall, and it'll look good.

http://dl.getdropbox.com/u/1490725/pl_winnebago_b80013.jpg
Again with the ups and downs. It's okay for the stairs on the right to be there. They are small and look normal. But then the stairs I'm sitting on, in the bottom left, aren't right. Just leave the platform flat. 'Specially when it comes to the next screenshot.

http://dl.getdropbox.com/u/1490725/pl_winnebago_b80012.jpg
Same place as above. The stairs lead to a drop, and it is nodrawn.

http://dl.getdropbox.com/u/1490725/pl_winnebago_b80014.jpg
That bent metal door up there looks weird because of the way the texture works.



Also, I felt like some of the spawn were facing bad directions. I felt like I was making too many turns out of my spawn to get to the right place. I'd essentially make a U Turn out of my spawn.
 

runtime

L1: Registered
Jul 4, 2009
22
5
SWATY

I agree with everything that the poster above me has said. Listen to him! make sure you cover *everything* he's said
 

S.W.A.T.Y

Banned
Sep 28, 2008
315
116
It's an alright map. It seems a little bit cramped, and some of the twists and turns and ups and downs seem like just fillers. Here's a bunch of screenshots with things I noticed. If one has already been said, I apologize, but I really don't want to read 9 pages of posts.

http://dl.getdropbox.com/u/1490725/pl_winnebago_b80001.jpg
At the last cap, I can rocket jump onto one of those. I think I'm actually landing on the support beneath the awning, but just check. It's odd to be able to stand one place on that, and not on the other. Both solid or both nonsolid will fix that.

http://dl.getdropbox.com/u/1490725/pl_winnebago_b80002.jpg
http://dl.getdropbox.com/u/1490725/pl_winnebago_b80003.jpg
Like the Medic asked that was healing me "Are you stuck or are you enjoying the view?" I was both, sort of. I didn't expect to be able to land there (I was actually checking for exploits). I don't know if you want to keep that (I like it, but I always find places to rocket jump), but I thought I'd let you know.

http://dl.getdropbox.com/u/1490725/pl_winnebago_b80004.jpg
At the start, I'm thinking Snipers could have fun on the right side sniping into spawn.

http://dl.getdropbox.com/u/1490725/pl_winnebago_b80006.jpg
http://dl.getdropbox.com/u/1490725/pl_winnebago_b80005.jpg
http://dl.getdropbox.com/u/1490725/pl_winnebago_b80007.jpg
The first picture is to show you where I am. If I rocket jump, I see a displacement that isn't sewn, picture 2. Picture 3 is in the same place - That blocked off entrance looks really weird with the way the lighting is.

http://dl.getdropbox.com/u/1490725/pl_winnebago_b80008.jpg
http://dl.getdropbox.com/u/1490725/pl_winnebago_b80009.jpg
http://dl.getdropbox.com/u/1490725/pl_winnebago_b80015.jpg
http://dl.getdropbox.com/u/1490725/pl_winnebago_b80016.jpg
Your spawn room doors show the No Entry sign, but...we're supposed to go through them, and we can go through them.

http://dl.getdropbox.com/u/1490725/pl_winnebago_b80011.jpg
This specific area is not right. No normal place has you going down stairs and then immediately up some more stairs. Unless you're adding a room down there, I see no purpose why you can't just have it straight. If you want a slight elevation change, put a couple stairs (just a couple) that lead to a slightly raised platform with a health kit. it doesn't affect anything, and it won't lok out of place. Add a steal door texture to the wall, and it'll look good.

http://dl.getdropbox.com/u/1490725/pl_winnebago_b80013.jpg
Again with the ups and downs. It's okay for the stairs on the right to be there. They are small and look normal. But then the stairs I'm sitting on, in the bottom left, aren't right. Just leave the platform flat. 'Specially when it comes to the next screenshot.

http://dl.getdropbox.com/u/1490725/pl_winnebago_b80012.jpg
Same place as above. The stairs lead to a drop, and it is nodrawn.

http://dl.getdropbox.com/u/1490725/pl_winnebago_b80014.jpg
That bent metal door up there looks weird because of the way the texture works.



Also, I felt like some of the spawn were facing bad directions. I felt like I was making too many turns out of my spawn to get to the right place. I'd essentially make a U Turn out of my spawn.
THank you so much for the feedback, I'll work on those as soon as I get home. thx.
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
Always happy to help! Any map that is at the beginning of Gameday gets posts like those from me, as I tend to stay for the first couple maps. I try and help out the most I can since, if I ever release a map, I know others will help me (though that'll never happen, so I guess I'll not waste space here and help =P)
 

S.W.A.T.Y

Banned
Sep 28, 2008
315
116
Beta 9 is out folks, CHANGED THE NAME OF THE MAP TO OUTBACK


Change Log from b8 to b9

b8 to b9 changes:

-CHANGED THE NAME OF THE MAP TO PL_OUTBACK (WON'T CHANGE ANYMORE!)
-Removed the Do not enter sign on the door of red first spawn.
-Fixed a visible nodraw brush on the first part of the map.
-Fixed a bunch of places where players would get stuck.
-Removed the stairs before the 2nd cap on the right side so that red has an advantage and can deal with the setbacks.
-Improved performance at the last part of the map.
-Added more details to the map around the map.
-Fixed the explosion debris floating in the air.
-Fixed some nodraw brush visible around the map.
-Gave the blue team an extra 1:30 mins to cap the first point.
-Filled up some empty spaces around the map.
-Made the area between cap A and B a lot smaller now.
-Improved performace in the 3D skybox.
-Fixed a bunch of clipping issues.
-Added more lights to the area under the house after capping the first point.
-Clossed off a lot of empty areas around the map.
-Fixed a place at the last cap where you could land on some solid objects.
-Fixed some displacements issues.
-Removed the stairs near the 3rd point.
-Removed blue's 3rd spawn and made them spawn in red's spawn after capping the 3rd point.
-Clipped a few stairs around the map.
-Reworked Blue's first spawn.
-Fixed the weird shadows.
-Fixed the sound capping issue.
-Moved the 3rd point a bit back.
-Prop optimization.
-Changed the skin of the loudspeaker prop outside the blue base.
-Fixed the cart flying in some parts of the map.
-Fixed a few problems with the 3D skybox.
-Fixed some incorrect spawnpoints.

2w3amj4.jpg

znr5ub.jpg
 
Last edited:

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Like, the Australian outback? I like it - though I was a little partial to Winnebago. ;P

Those new screens are looking great - detail and spacing wise.
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
Much better name, and the changes sound great cant wait to try it.
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Cool, but it doesn't really look anything like the australian outback , but who really cares :p
Looks very good anyway.
 

S.W.A.T.Y

Banned
Sep 28, 2008
315
116
Like, the Australian outback? I like it - though I was a little partial to Winnebago. ;P

Those new screens are looking great - detail and spacing wise.

Yeah, I thought I'd name it like the Australian outback since the sniper is from Australia.