PLR WIP elevation

heyo

L2: Junior Member
May 14, 2008
71
59
So, this is an experimental new type of PLR map in which both teams are trying to push their elevator to the top of the map. You stand on the elevator platform to make it rise. Came up with the idea the other day and decided to try it out. It's one stage at the moment but I may add more stages later depending on how this stage plays.

I've already created systems in the map which open upper areas to players as the elevator moves upward. This is all to prevent spam on the elevator from high-up out of reach areas.

I don't really know what the theme will be in the end. Probably will be underground spy-tech I suppose.
 
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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Does the elevator get check points? Like emergancy break type things perhaps?

I realise this prevents people on the ground from jumping back on but it also stops progress from being lost. Constantly resetting objectives are frustrating and i imagine even more so on a static central location. Last point on hightower stalemates like a bitch and you've basically just grabbed that mechanic and made it your maps focus. If you provide plenty of access points along the height of the elevator it shouldn't be a problem if there are check points.
 

heyo

L2: Junior Member
May 14, 2008
71
59
Does the elevator get check points? Like emergancy break type things perhaps?

I realise this prevents people on the ground from jumping back on but it also stops progress from being lost. Constantly resetting objectives are frustrating and i imagine even more so on a static central location. Last point on hightower stalemates like a bitch and you've basically just grabbed that mechanic and made it your maps focus. If you provide plenty of access points along the height of the elevator it shouldn't be a problem if there are check points.

For the bulk of the map, the elevator does not fall down if no one is on it. Also it moves up pretty slow. At the finale right before the cap is the only part I put the hill mechanic in.
 
T

tWayfarer

It's certainly an interesting modification of the standard formula. I have to agree with grazr in that it looks like it could stalemate something fierce at the end. In regards to the level itself, something feels out with the height variation and the ramps. Maybe it's too high between floors or something?
Also you can get stuck in the dispenser on the elevator if you jump on the slanting part.
Regardless, this could turn out a fun plr variation indeed.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
...In regards to the level itself, something feels out with the height variation and the ramps. Maybe it's too high between floors or something?...

Height variation looks fine, particularly for a map that is purely vertical. Central catwalk looks to be 320 units high which is the equivalent of CP2 of pl_badwater. That means small amount of fall damage but still allowing players to deal damage to each other and the game to play out without hinderance. Stair ratio looks fine too, 2:3, standard Valve attributes. The large DEV textures have a habit of warping perspective. It's probably FOV related.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
So, it's like the worst part of hightower, except that's the entire map?
 

heyo

L2: Junior Member
May 14, 2008
71
59
Updated:

-Widened the whole middle area of the map to spread out the action and make it less chaotic.
-Redid the basement elevator starting positions, it was too closed-in before. Your team has a defensive advantage over the enemy teams elevator in that area now.
-Slowed down elevator speeds.
-Got rid of the dispensers on the elevators.
-Added boxes on the upper middle platform to split up the area a bit and create a nice SG spot.
-Made upper area doors that open when the elevator reaches certain heights open slower and make a loud noise so players realize a new area is opening.
-Made windows on the elevator door between the basement and main room so players can see where the elevator is in the basement.
-Extended the elevator track in the basement area a bit.
 
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Jun 19, 2009
812
814
-Got rid of the dispensers on the elevators.
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Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
the map was dimly lit and all indoors, which kinda feels bad. there was no indication that the lifts shaft is closed off initially and you must run down, so the natural instinct to take the height advantage was fucking me up in the beginnings of rounds. the overall layout should be made a bit more wider imo. running out of a seminarrow passage and instantly getting shot at from outside the field of view isnt very fun. the fact that one team can focus on defense to avoid losing by stalemating the map is bad. i think you should get rid of the full ammo on the top floor. uphill battle to get up there is hard enough without an enemy sentry waiting for me.
 

Bereth

L4: Comfortable Member
Dec 13, 2011
170
197
Playing through this map on gameday I must say it was frustrating.
The elevator moves very slowly, and is constantly at a height disadvantage. The map also needs a lot more signs, and arrows to show where everything is.
Need health/amo pack visualizers. I sometimes spent about a minute looking for health because I walked by one that hadn't respawned yet.
The lack of a dispenser/dispenser-like-thing was okay. Although it would have been nice to have a small amo-pack on the lift so that a medic could keep a team alive.
I'm not sure if the map maxed out at x3 like most payloads, but it would work way better if it didn't.
One final thing: It could use some less-yellow lights. Maybe some windows, I don't know. Just less yellow.
 

Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
Add block bullets brush below the elevator. Sollies can just spam rockets below the elevator and kill anyone on it.