[WIP] PL_Great_Heights

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,821
pl_altitude

or some synonym to that:
pl_apex
pl_summit
pl_peak

simple like that.
 

toutfou

L3: Member
Sep 8, 2008
136
16
pl_megus
pl_ultus
pl_highus

xD

Hah ;) All three of these would be perfect if each individual round was able to be named!

pl_acropolis (Fortified Hilltop)

Nice! I'll add this to the list o possibles

pl_ateau :lol:

Very cool :D

pl_altitude

or some synonym to that:
pl_apex
pl_summit
pl_peak

simple like that.

I think these are a bit too close to great heights in a way, maybe something like Fort Apex or Apex Fortress?
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,821
then...

pl_peak_performance
 

HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
Hah! I remember your high ping!

Was it 300 or 250? :blushing:

European + 2 mbit line with 4 people on it = Epic win

And on the names:

I like pl_praealtus, sounds like a quality map :) I think you should add that one to the possibility list. Pl_acropolis is a nice name too...
 
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toutfou

L3: Member
Sep 8, 2008
136
16
I like pl_praealtus, sounds like a quality map :) I think you should add that one to the possibility list. Pl_acropolis is a nice name too...

Well I'll be in Europe by the end of the month so maybe you can join future playtests of whatever my next project ends up being :)

Praealtus is quite nice - I might add it to the list but can anyone be certain that it does mean Very High? My google's only telling me 'Very Tall'.

Oh and Youme: Thanks for your coloured dev textures - I used them somewhat extensively to begin with :)
 
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S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
Praealtus is quite nice - I might add it to the list but can anyone be certain that it does mean Very High? My google's only telling me 'Very Tall'.

I only checked latin -> german and all sources I found said it means "sehr hoch" which is "very high" in english ;-)

But you're right maybe you should ask a latin teacher or sth to be sure!
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Another name could be something along the lines of giving it a fictional place name... for instance, pl_eaglepeak. Also I randomly came up with the name pl_snowblind, although it's not quite THAT snowy!

Actually, I'm not gonna lie, I test out one of the older alpha versions that your steam page linked to and I've gotta say that this map looks FANTASTIC! I can't wait to see the final version.

-FoX
 

Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
Thought I'd let you know that this one made my blog (see my sig). The map is looking great, I love the idea of blasting people off cliffs (like the sniper in the screenshot) and I'm a sucker for payload maps.
 

Username

L2: Junior Member
Aug 26, 2008
96
61
pl_ascent?
pl_uphill?
pl_everest?
pl_hall_of_the_mountain_king? :p
 

toutfou

L3: Member
Sep 8, 2008
136
16
Thought I'd let you know that this one made my blog (see my sig). The map is looking great, I love the idea of blasting people off cliffs (like the sniper in the screenshot) and I'm a sucker for payload maps.

Cheers :) Nice looking blog!

Another name could be something along the lines of giving it a fictional place name... for instance, pl_eaglepeak. Also I randomly came up with the name pl_snowblind, although it's not quite THAT snowy!

Actually, I'm not gonna lie, I test out one of the older alpha versions that your steam page linked to and I've gotta say that this map looks FANTASTIC! I can't wait to see the final version.

Interesting! Fictional maybe something to take into consideration too. And sneaky ;) I've removed the links now muhaha.
 

bittman

L1: Registered
Dec 7, 2008
32
2
Hey toutfou!

Just wanted to say the fully textured version looks great. Having been a part of many playtests, I'd actually envisioned more of a tech/snowy map, but the grassy great heights looks great.

Don't know about a new name. It's hard to think of it as anything other than great heights now...

pl_<insertsacredmountainhere> works, but something simple such as greatheights will always work. Besides, if you get into mythology you run the risk of making it nerdy! dun dun dunnnnnnnnnnnnn~

If you want to make it nerdy though, take your pick: http://en.wikipedia.org/wiki/Category:Sacred_mountains
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
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You can tell a great map by how much discussion it gets about its name... we're on the fourth page of it already and we've not even played it yet!

Crazy talk!
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
pl_<insertsacredmountainhere> works, but something simple such as greatheights will always work. Besides, if you get into mythology you run the risk of making it nerdy! dun dun dunnnnnnnnnnnnn~

I agree 100% with this statement. A simple map name like pl_greatheights (remove the underscore/caps) will be just as memorable as something like pl_mountathena :mellow:. As long as the name isn't overly complex (pl_cartandmountainpass) or boring (pl_mountain) people will remember it.
 

toutfou

L3: Member
Sep 8, 2008
136
16
I agree 100% with this statement. A simple map name like pl_greatheights (remove the underscore/caps) will be just as memorable as something like pl_mountathena :mellow:. As long as the name isn't overly complex (pl_cartandmountainpass) or boring (pl_mountain) people will remember it.
True, but if I remove the _'s then when the map loads, it becomes GREATHEIGHTS, so I'd prefer to leave it in for that reason :)
 

toutfou

L3: Member
Sep 8, 2008
136
16
Public beta should be out Sunday or Monday night Aussie time, so Sunday/Monday morning for the states! It'll be released as b2, testing on b1 this weekend revealed a few minor things that should be fixed before the public release :) I won't be able to work on the level for a month or so afterwards so I really need to make it as solid as possible!

plgh_05.jpg


plgh_06.jpg
 

toutfou

L3: Member
Sep 8, 2008
136
16
yes it does change the way props are lit, the -staticproppolys one works out the lighting of a prop on a vertex by vertex basis rather than by just its origin, which means tracks are smoothly lit.

Started looking into this as I'm ready to compile my final beta release, I thought the staticproppolys was something that could be marked for specific meshes only (setup in the .rad file), but looks like it's global? Thus going to take an arse load amount of time to compile :x Can it be limited to specific meshes some how?
 

YM

LVL100 YM
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Dec 5, 2007
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Started looking into this as I'm ready to compile my final beta release, I thought the staticproppolys was something that could be marked for specific meshes only (setup in the .rad file), but looks like it's global? Thus going to take an arse load amount of time to compile :x Can it be limited to specific meshes some how?
No, it will work out proper lighting for every static prop in your map. the lights.rad file determines which props will have their alpha texture's worked out properly and that one is the one that takes the most ammount of time, the staticproppolys one probably only adds an extra few minutes on to your compile whilst the texture lighting might double it (depending on your machine)
I'd personally say don't ever compromise on a release compile - do it overnight and then you have 10 or so hours in which you're not bothered by the length of the compile.