Launchpit

PL Launchpit a3

Blobolob

L1: Registered
Apr 16, 2012
37
2
Firstly, Hello everybody, its nice to join you all. :)

This is the first map I've got to work and be playable, ever infact, i've messed around with world geometry since quake but never made anything more than a few rooms filled with monsters. So its been a nice learning experience for me.

I've had a couple of friends play around on this map so it "should" function for you. (thats if i've set up the download right as well).

I've already noticed a few issues with this map, things that might just not be correctable, but I thought I may as well post it here and see what you all think.

Anyway, I hope you at least find it entertaining.
 
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Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
This looks very interesting, but I see a few problems. You have three large health/ammo visible in one screenshot - that might be bad. Try replacing them with medium health and medium ammo. The whole center area also seems very open, I get the feeling that a Wrangled sentry could dominate an entire section of the silo. I'll have to play it to make sure though. Oh, and the fade distances on your tracks are really short; set them to something longer (or don't set them at all) so people know where the kart goes.
 

Yacan1

D I G I T A L I N F L U E N C E R
aa
Nov 7, 2010
411
793
You don't have much cover in general, around points from the looks of it, and there isn't much of a place to duck and cover from spam on any points either.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
So the map curls around itself and keeps returning to the same silo? Interesting. That can be quite tricky to pull off, since it's not easy to predict where players are coming from in the "Loops".

The silo does need more cover, particularly since it's so large. Entirely closing off sections with glass might help here. Otherwise, look at other large areas, such as Nucleus, or Hydro's dish point, for inspiration on cover.
 

Blobolob

L1: Registered
Apr 16, 2012
37
2
Thanks for the pointers, ill start making the corrections asap. I knew cover was definatly going to be an issue but havent thought of something fitting to act as cover. I've looked at those two maps you sudjested LeSwordfish (been ages since i played either) so that has helped.

The health an ammo placement hasnt had much thought into it atm, i definatly see what you mean Seba. I was thinking for the next version, going for lots of the smallest health and ammo, but possibly in each segment (so each level of the track circling the pit, and also in the side rooms where appropreate.

From what i've played of it so far Yacan1, the points do become rocket / grenade spam fests. im trying to think of ways to cut down some of the lines of sight leading up to the points, this is a particually bad at the 3rd point where the track comes out of one of the cave loops. The side routs kind of help but possibly not enough.

I was thinking of possibly gating off segments of the map while there not in use so that snipers / enginears can only go so far back round the map, ill try get it implimented in the next version (though its going to mean braking my track nodes) could help with cover as well having large walls every 3rd of the way around, maybe bring some of the cave walls down lower to create more of a cutting effect in the side of the chamber.

Anyway :) thank you for your advice, if you think of anything else id be glad to hear.
 

Blobolob

L1: Registered
Apr 16, 2012
37
2
Updated version of the map is done, again, still using alot of the dev textures and stand in geometry. However, it does function properly with a couple of teathing issues. I may have to move some of the spawns around as well, but feedback please :)

It appears you have stolen my name :)

Ah yes, but a far less formal version :p