Banana Bay

Banana Bay RC4

-Fixed a few clip issues
-Fixed shadows poking through places they shouldn't have poked
-Made train approaching signal lights more noticeable
-Cut down train crossing ambient_generics from 4 to 3 active at once, let's hope I don't have to cut it to 2
-Made rock arch paths less fragile looking
-Cool beans
-Increased murkiness of water
-Added advertisement for a brand new ice cream flavor
-Displacement touch ups

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-Matched and shortened final rollback zones
-Minorly overhauled soundscapes
-Marked my territory

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-Fixed a clipping issue over the battlements
-Fixed train stuck spot
-Reduced bloom
-Overhauled soundscapes
-Improved horizon details
-Improved beach details
-Touched up displacements
-Updated train models
-Changed train sounds
-Implemented cart sparks when brushing against train

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-Bananas
-Added signals around track to indicate direction train is headed
-Some detail improvments

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I added some pretty flowers. Changed a few other things too.

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-Optimized somewhat
-Clipped some edges to prevent getting caught running backwards or shoved into walls by the payload
-Fixed Red team winning on Blu cap (hopefully)
-Added way to jump back up to right spawn exit
-Widened area around cap to prevent getting stuck and allow moving around the cart
-Added dock
-Added push triggers to palm tops
Beatuful map, interesting concept with the round end where u have to stay on cart and wait for passing train to hit it. There are some noticeable bugs though, for example I get some weird flickering at the spawn room (for a few seconds, when the round starts) and something is wrong with underwater - I see only white screen when i'm diving.

Fixed the water, I forget VIDE doesn't detect $bottommaterial in water. No idea what could be causing the flickering.

I'm very impressed by the map so far, looks incredible nice

Do have some feedback:
underwater textures not packed or giving an error?

seams at the edges of the map under the water

tiny seam going directly out of spawn looking right

nodraw going directly out of spawn and looking up

these rock textures are mirrored + stretched giving it a weird look

coming out of spawn to the right, its hard to notice there is a platform below the cliff, confused me at first

OTHER STUFF: somehow capping as blue made red win? make sure your logic is set up right

Mushed those seams. Had the rock texture like that so the entire arch wouldn't have seams, but changed it anyway. I'll keep an eye on that cliff platform.

As for the wrong team winning, no idea what could be causing that. Logic is right as far as I know, which suggests something funky is going on in the background. Unless I know how to reproduce this bug, I can't do much.

The areas where the white sand/grass and the red rock run together looks weird.

Dunno a good suggestion for a solution off the top of my head though. If you do red sand on RED's side, you'd have to blend it with the white sand as it comes toward BLU's side. If you change the red rock to something less jarring, you lose your team transistion that you're going for.

Honestly just losing the team transistion and using one rock texture might be for the best though.

I'll take looking weird over players getting confused about map sides any day. I want to keep the mostly natural formations aesthetic, and using one rock texture on this map would require me to dress up both sides with who knows what.

I've considered red sand, but it'd look even more weird with the green grass.

This looks... familiar?

I used plr_keystone as a base, but with significant rework to fit the visuals and gameplay I had in mind. Stripped it down and rebuilt it.

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