PLR Space Race

puxorb

L69: Emoticon
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Dec 15, 2013
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Hello everyone! This is my first official map, so please go easy on me. Hopefully the name is not conflicting; I could only find one other map that uses this name, and it happened to be a control point map that hasn't had activity for over 3 years. (So hopefully LeSwordfish will not get angry at me for using this name. D:)

plr_spacerace is a semi-custom gamemode, in which RED and BLU are racing to launch their payload (in this case, a rocket) into the other team's base. Each team has begun construction on turning an underused tower into a fully capable launching station for their doomsday weapon. Players must try to raise their rocket to the top first and prevent the enemy from doing the same!

I would just like to say that this was not intended as a 'joke map', and I fully respect that this is a community of serious mappers and custom content creators. At its core, this map functions very similarly to any other payload-race map (specifically the last point of plr_hightower).

Gimmicks include: 3 pit hazards, 1 mine-cart hazard, beginning round whistle, and rockets blasting off into the other team's base at the end of a capture.

And on a final note, I would love it if someone were to create a RED and BLU skin for the doomsday/rocket_flying model to better fit the individual themes for each team.
 
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puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
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Updated to alpha 2! Read notes to see what I've added. Also, please...PLEASE I need feedback! I know you are all busy with your tale-of-two-skillsets maps (which are looking awesome as always) but if you have even 10 minutes to fly around my map, that would mean the world to me!

Thanks in advance!
 
Sep 19, 2010
475
499
Updated to alpha 2! Read notes to see what I've added. Also, please...PLEASE I need feedback! I know you are all busy with your tale-of-two-skillsets maps (which are looking awesome as always) but if you have even 10 minutes to fly around my map, that would mean the world to me!

Thanks in advance!
Have you tried getting it imp'd from the chat or squeezing it into a gameday? I'm sure there are plenty of people that would love to give you some feedback.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
Have you tried getting it imp'd from the chat or squeezing it into a gameday? I'm sure there are plenty of people that would love to give you some feedback.

How exactly does one submit their map on a gameday? I just saw this week's thread for it but I'm not sure what the requirements are.
 

puxorb

L69: Emoticon
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Dec 15, 2013
531
798
I just noticed a major issue. When capping for either team it counts as 6 captures by the end. How can I change this? I think it has something to do with the partial capture rate on the team_control_point_master entity. (currently set to .1)

Edit: Alpha 2a released, issue is fixed. Players receive 2 points for capping but no additional points/captures along the way.
 
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puxorb

L69: Emoticon
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Dec 15, 2013
531
798
Even after widening out some areas of the map, it still felt quite small to me. Some friends and I tested how the map felt when running around in it as various classes, and I came to the conclusion that what this map needed most was a way to get from the front of the map to the back without being out in the open. The solution was a new flank route that connects the elevator pit to a new building I have installed in the back. Not only does this prove to be more friendly for demomen who need a safe place to spam grenades from, it also reinforces the mining theme of this map.
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