Hysteria

PLR Hysteria (plr_panic stage 3) b2

Ravidge

Grand Vizier
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May 14, 2008
1,544
2,818
PLR Hysteria
By: Ravidge
A single stage version of plr_panic (last stage)

A stand-alone version, with a new name. I'm treating this as a separate map from Panic.
Check the changelog below for information on what's new.


Upcoming fixes:
Fix the awful lighting.


FAQ;
Q: Why is there a massive hole in the ground.
A: http://shanghaiist.com/upload/2010/06/sinkhole-guatemala.jpg
 
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PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
True story, I actually had a dream about this map the other night, but couldn't mention it due to the rollback. It was probably influenced by Mecha's upcoming Robot Fortress mod, where instead of the bomb rolling back by itself, there were waves of bots pushing the bomb forward and backwards.

There were friendly waves of bots spawning from a giant machine at the bottom of the ramp, and enemy bots spawning at the top, and the bots were the only thing that could actually push said bomb. So you'd have to clear enemy waves of bots so your own bomb could advance, while attacking the enemy ones that were pushing their own bomb so you could conceivably push the enemy bomb backwards into the bot spawner to blow it up.

Also, the bass cannon was replaced with a giant floating gauntlet (ala Master Hand), and there were turrets along the walls that'd shoot little rocket-fist-gauntlets at people to knock them around/off the platform.

And that's my admission of insanity for the day.
 

Despo 357

L1: Registered
Jun 14, 2012
3
0
Did you know that the word Hysteria take his source from the greek "hystera" which mean uterus ?
 

Godling

L2: Junior Member
Oct 26, 2007
55
14
Did you know that the word Hysteria take his source from the greek "hystera" which mean uterus ?
And what does uterus (or womb) mean, or more importantly, what does it represent? hystera = the place life starts/grows.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Upcoming changes for b2:
Backwards card speed reduced by 25%
Cart speed levels upgrade every 1:45 min (previously 45 seconds). This should lengthen the rounds a bit and make the initial battle less deciding.
Added warning system to the pit end of the track
Stalemate if no one touches the carts
Every single light entity redone/replaced with instances.
Slight color correction
Redone optimization from scratch, due to the straight layout every area can't be optimized though (mostly the far extremes at top/bottom of track), current worst fps area is comparable to pipeline stage 3.
Added a some doors and extended a wall on the middle building to aid with optimization.
Cut off one/two (both sides) cheeky sightline that was too hard to counter.
Retextured some buildings.

Just typing it out while I still remember, I'll probably compile tomorrow.

Saving for next next update: indoor detailing.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Upcoming changes for b2:
Backwards card speed reduced by 25%
Cart speed levels upgrade every 1:45 min (previously 45 seconds). This should lengthen the rounds a bit and make the initial battle less deciding.
Added warning system to the pit end of the track
Stalemate if no one touches the carts
Every single light entity redone/replaced with instances.
Slight color correction
Redone optimization from scratch, due to the straight layout every area can't be optimized though (mostly the far extremes at top/bottom of track), current worst fps area is comparable to pipeline stage 3.
Added a some doors and extended a wall on the middle building to aid with optimization.
Cut off one/two (both sides) cheeky sightline that was too hard to counter.
Retextured some buildings.

Just typing it out while I still remember, I'll probably compile tomorrow.

Saving for next next update: indoor detailing.

+fixed the broken soundscape.
+removed vphys console spam

b2 Done.
https://dl.dropbox.com/u/1281220/maps/plr_hysteria_b2.bsp.bz2

Screenshot-2012-07-20_11.57.43.jpg

Screenshot-2012-07-20_11.58.22.jpg

Screenshot-2012-07-20_12.01.29.jpg

Screenshot-2012-07-20_12.10.07.jpg
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
custom particle
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
I think instanced lights is one of the best use of func_instance at the moment. And I recommend it for maps in all development stages.
However, if I was happy with the lighting in b1, I wouldn't have gone through the trouble of replacing just for the sake of it. But as it happens I was going to redo all lighting anyway, so I switched to instances because it's handy.

All my current projects that I work on are lit with instanced lights (with accompanied light props and light glow/effect).
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Reactions from gameday?

Personally I think I've turned down the tempo of the map too much.
The rounds did last longer though, which was intended, but probably too long. I'm aiming for koth-map lenght rounds, or there-about.
All rounds played were won by pushing it all the way up, and the cart was never in danger of falling off, they did never roll back past the initial cart starting location. Even with that fact in hand, I heard comments about the rollback being too harsh, still. I don't know what to say about that really.

Thoughts on the doors in the middle?
They do greatly improve FPS over the entire map, but also slow down the action somewhat.
 

tyler

aa
Sep 11, 2013
5,102
4,621
I don't like the doors in the middle and I want the rounds to go faster. Nothing about this makes me panic or go into hysteria anymore.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Reactions from gameday?

Personally I think I've turned down the tempo of the map too much.
The rounds did last longer though, which was intended, but probably too long. I'm aiming for koth-map lenght rounds, or there-about.
All rounds played were won by pushing it all the way up, and the cart was never in danger of falling off, they did never roll back past the initial cart starting location. Even with that fact in hand, I heard comments about the rollback being too harsh, still. I don't know what to say about that really.

Thoughts on the doors in the middle?
They do greatly improve FPS over the entire map, but also slow down the action somewhat.

The rollback was too harsh, to me, because we'd spend forever pushing it 5 feet only to have that instantly lost when getting off the cart. We know better than to get off the cart and let it roll back by now, but having to maintain that is a pain in the ass and not much fun.

A few people end up stuck pushing the cart or no progress is made. It's not like a regular payload game where you can hop off to do other things and others will come push it eventually at very little loss. If you get off, you lose a TON of ground unless someone is right there to push.

Early on in the map you can have 4 people pushing the cart, only to get displaced by one explosion and lose far too much time spent by those people. It's very frustrating.

Maybe a bit of a delay before the cart starts rolling back? Like a 3-5 second countdown and then it starts going? This will at least give it a tiny bit of breathing room to fight around.

edit: Also I like your train of thought on the speed-up over time, but I feel like it is a bit of a forced way to extend the time on the map.
 
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Harribo

aa
Nov 1, 2009
871
851
I think the map need trying out on other servers. We all know this map and know how we really have to stay on the cart to even have a chance. I think it'd be healthy for it. No Heroes said something about them testing maps in that request thread they made. or ask playstuff maybe
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
I remember spending however long pushing the cart all the way across the map, and the moment I looked at a pretty butterfly the cart was back at the start again.

I agree with Crash, there should be a short time before the cart starts rolling back.