Panic

PLR Panic b2

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Increase the chance of the kart being able to fall all the way back. Now it doesn't move right away and rolls slower. Unless you team is absolutely horrible it seems that will never happen (lost by kart rolling off the cliff) I like that aspect, fun and original. But this is just what i noticed from the last beta.

Other than that happy detailing.

Please. NO. It's already hard enough to catch up with the cart as Heavy.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,819
Right now, the carts roll backwards at exactly 50% of heavy runspeed (in stage 3). So it isn't impossible but yeah, It takes a pretty long distance for a heavy to catch up.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Mmmkay. I think the whole rollback function should just serve the purpose of keeping each team focused on the objective unlike in Pipeline where many players just go around pretending it's TDM and don't bother pushing the cart.
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
Mmmkay. I think the whole rollback function should just serve the purpose of keeping each team focused on the objective unlike in Pipeline where many players just go around pretending it's TDM and don't bother pushing the cart.

When you put it like that i agree. Ignore my statement i guess, even though i may think its a little slow. Very good point, keeps focus on the kart.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,819
a9 released.

I always forget the screenshots...

Detailed most of stage 2. There are dev textures here and there but just ignore it.
Added a custom soundscape to all stages. WIP.
Clipping!
Secret setting changes on carts, nothing big.


 

Radaka

L420: High Member
May 24, 2009
491
244
Alright, here's my runthrough of Panic a9

http://img382.imageshack.us/img382/5838/hl22009101522353220.jpg
http://img202.imageshack.us/img202/9947/hl22009101522293825.jpg
http://img97.imageshack.us/img97/9711/hl22009101522282185.jpg
http://img94.imageshack.us/img94/2865/hl22009101522280659.jpg
http://img246.imageshack.us/img246/4631/hl22009101522275856.jpg
http://img94.imageshack.us/img94/5750/hl22009101522274364.jpg
http://img169.imageshack.us/img169/4715/hl22009101522265660.jpg
http://img99.imageshack.us/img99/1880/hl22009101522262246.jpg
http://img99.imageshack.us/img99/2025/hl22009101522254400.jpg
http://img337.imageshack.us/img337/5619/hl22009101522234482.jpg
http://img97.imageshack.us/img97/2808/hl22009101522231481.jpg
http://img337.imageshack.us/img337/5666/hl22009101522230501.jpg
http://img97.imageshack.us/img97/7269/hl22009101522231203.jpg
http://img246.imageshack.us/img246/5674/hl22009101522230228.jpg
http://img202.imageshack.us/img202/2789/hl22009101522225446.jpg
http://img337.imageshack.us/img337/1968/hl22009101522220493.jpg
http://img97.imageshack.us/img97/6906/hl22009101522211476.jpg
http://img97.imageshack.us/img97/8200/hl22009101522204306.jpg
http://img97.imageshack.us/img97/554/hl22009101522204134.jpg
http://img169.imageshack.us/img169/8123/hl22009101522200354.jpg
http://img202.imageshack.us/img202/9058/hl22009101522173515.jpg
http://img97.imageshack.us/img97/9747/hl22009101522160370.jpg
http://img379.imageshack.us/img379/5674/hl22009101522114682.jpg
http://img202.imageshack.us/img202/2812/hl22009101522113885.jpg
http://img169.imageshack.us/img169/3366/hl22009101522112250.jpg
http://img202.imageshack.us/img202/1139/hl22009101522092982.jpg
http://img70.imageshack.us/img70/186/hl22009101522082887.jpg
http://img379.imageshack.us/img379/6058/hl22009101522082614.jpg
http://img337.imageshack.us/img337/4254/hl22009101522082400.jpg
http://img379.imageshack.us/img379/4302/hl22009101522082221.jpg
http://img26.imageshack.us/img26/7398/hl22009101522355157.jpg

General consesus: FAR too many paths. The battles always seem convoluted and drenched in confusion. Try out some of the layout changes I suggested and see how the flow improves :). As for stage 3, accept my friend invite and I'll give you a personal run through of it.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,819
Thanks Radaka!

You make some good points, and a few where I think you're wrong. But nontheless it's very helpful.

The extra path in stage 1 (indoor/lower entrances) was added because I want atleast one option for spies and scouts, that can't handle the main battleground. But it doesn't lead you away from the objective, so any class can use it effectively, especially since there are plenty of health in there.

Other things are there for optimization reasons, other for offensive engineering possibilities, spy decloack locations and so on.

I like a lot of the pickup suggestions, They've always been an afterthought to my layouts. Another thing to remember is that the cart is a rolling dispenser!

The long wood tunnel on stage 2 (middle) has bothered me quite a bit actually. I will probably seal it off since it's a remenant of my old initial design. The first set of windows im not sure about though, They are insanely valuable for taking out sentries, but we'll see...

About the roof vantage point in stage 2. I might add a barrier to prevent rocketspam at the spawndoor, otherwise I like it. Points of interest that aren't part of the main objective are nesseccary for a fun map.

Thanks again! This is the kind of feedback I dream about :p
 

Westerhound

L5: Dapper Member
Feb 5, 2009
248
104
Dont remove the lower path Radaka mentioned in the last pics. Its the main path for me as Spy D:
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
The dynamite models are quite delicious. Might want to throw some overlays to ease the transition between the displacement dirt mounds and the concrete floor. ;)
 
Aug 19, 2008
1,011
1,158
Judging from Radaka´s screenshots, the hallways feel dead to me.
Use his suggestions, and stuff the unneccessary alcoves with props and such, like the ground level on 2fort, just before the ramproom, where there are fenced-off props at the wall
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,819
The dynamite models are quite delicious. Might want to throw some overlays to ease the transition between the displacement dirt mounds and the concrete floor. ;)

It's on my to-do list.

Judging from Radaka´s screenshots, the hallways feel dead to me.
Use his suggestions, and stuff the unneccessary alcoves with props and such, like the ground level on 2fort, just before the ramproom, where there are fenced-off props at the wall

There's basically no indoor detailing in the map at this point. I have lot's of ideas but no time.... no time.. time... ARRGGHH!
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
I went through Stage One and Two. Screenshots were taken from BLU spawn out to the middle. I just realized that I did not go on the opposite side of the wall on Stage 2 (Tourney mode on, thus it hadn't exploded and I forgot there was a bit more area over there). I'll do that when I do Stage 3, once you detail Stage 3. Let me know in chat or here when Stage 3 is detailed.


http://dl.getdropbox.com/u/1490725/plr_panic_a90000.jpg
That wood beam that goes around BLU spawn can be sat on. I'd personally keep it so that people could try and escape Humiliation by being high up, but thought I'd show you anyway.

http://dl.getdropbox.com/u/1490725/plr_panic_a90001.jpg
Might be a detail room, but it's very dark over there.

http://dl.getdropbox.com/u/1490725/plr_panic_a90002.jpg
Why is the entire lower door showing, but only two thirds of the upper door? It looks weird having the separation point be high and not in the middle.

http://dl.getdropbox.com/u/1490725/plr_panic_a90004.jpg
http://dl.getdropbox.com/u/1490725/plr_panic_a90003.jpg
Really small thing that I doubt people will notice.

http://dl.getdropbox.com/u/1490725/plr_panic_a90005.jpg
http://dl.getdropbox.com/u/1490725/plr_panic_a90006.jpg
http://dl.getdropbox.com/u/1490725/plr_panic_a90007.jpg
Your fences need to either be moved back a few units, or the playerclip needs to come out more a few units.

http://dl.getdropbox.com/u/1490725/plr_panic_a90008.jpg
Detail on the roof by the fences above, you've got props clipping through props and props clipping through brushwork.

http://dl.getdropbox.com/u/1490725/plr_panic_a90009.jpg
I think the tree is giving me issues, not the fence. As if I move towards the rest of the fence, I fall off, and if I jump even higher, I get stuck at multiple points on my way down. Move that tree away a bit, and check the playerclipping to see if anything's off.

http://dl.getdropbox.com/u/1490725/plr_panic_a90010.jpg
I'm on a little wood beam by a door.
http://dl.getdropbox.com/u/1490725/plr_panic_a90011.jpg
Same wood beam, looking down, I see nodraw!

http://dl.getdropbox.com/u/1490725/plr_panic_a90012.jpg
That looks weird.

http://dl.getdropbox.com/u/1490725/plr_panic_a90013.jpg
Right where I'm aiming, there appears to be unaligned textures, but I'm not too sure (specifically directly right of my aim).

http://dl.getdropbox.com/u/1490725/plr_panic_a90014.jpg
http://dl.getdropbox.com/u/1490725/plr_panic_a90015.jpg
http://dl.getdropbox.com/u/1490725/plr_panic_a90016.jpg
I started finding a few dev textures, thinking you missed them on Stage 2. Then I noticed that the stairs are dev textures. And I saw a large slab of it (screenshot above). So I implied you knew of them and just didn't get to them.

http://dl.getdropbox.com/u/1490725/plr_panic_a90017.jpg
Sidling the wall from wood to wood is smooth. Sidling from Wood to Door Frame gets me stuck on the Door Frame.

http://dl.getdropbox.com/u/1490725/plr_panic_a90019.jpg
http://dl.getdropbox.com/u/1490725/plr_panic_a90018.jpg
I can sit on this little metal beam across the outside of that wall.

http://dl.getdropbox.com/u/1490725/plr_panic_a90020.jpg
Don't playerclip that, please. I need more room to rocketjump. What if I wanted to rocketjump from there and get a nice kill from the air? What if I wanted to defend from such an attack by rocket jumping up there? It's hard to land up there with that playerclip. If you don't want people on it, a nice gentle point_push that doesn't screw with jumping up and over would be nice. Something that just nudges me off, not something that throws me away like a ragdoll.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,819
Thanks littleedge, all good catches.
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
You're welcome. Do note that I only did BLU side, and sometimes RED bases are slightly different and give more places to jump, or don't have as many places to jump, so just look it over. Any thing that is along a wall,make sure it is clipped or nonsolid, and that will remove most exploits.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,819
Here's my plan for the deadline: Texture all of stage 3, minimal detailwork. Just texuring the dev away.
If I can finish that in time, I will make a really quick 3d skybox.

That means it won't be complete beta status. But it's pretty much out of alpha... would people think I'm dumb if I called it plr_panic_b0? instead of a10 :)

http://dl.getdropbox.com/u/1281220/SS-2009.10.19-03.41.07.jpg
Yesterdays progress (hammer shot)
 

Wegason

L3: Member
Aug 16, 2009
147
64
Here's my plan for the deadline: Texture all of stage 3, minimal detailwork. Just texuring the dev away.
If I can finish that in time, I will make a really quick 3d skybox.

That means it won't be complete beta status. But it's pretty much out of alpha... would people think I'm dumb if I called it plr_panic_b0? instead of a10 :)

I think submitting plr_panic a10 would be better, its obvious its in the late stages of alpha development and almost beta.

Alternatively, you could submit plr_panic_ab ;) ab = almost beta:p
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Stage 3 looks weird when textured somehow. I'm not saying it's bad because it looks great. It's just strange seeing it beginning to look like a real place. :p