Gumbo

lana

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In the deep Louisiana south, RED has taken over an old, no longer used mining facility to build up a massive weapon cache deep inside it. With no rail systems that provide direct access to the cache, RED team's success is almost assured. However, using a modified payload cart, BLU has managed to float their bomb into RED's defensive perimeter. Push the cart down the canal system and into RED's secret cache to reach your success.

This is a payload experiment that takes place on the water instead of on rails. The cart can't be pushed or blocked below the water. The game is split into two stages of three control points each.

A2 includes the first stage only.
 
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Void

Local Man Unable To Map, Sources Say
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Sep 14, 2008
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I like the use of a tall horizon against the Haze sky. Brushwork looks good, lets just hope the gameplay accompanies that statement as well.
 

lana

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I'm gonna get everything running so that the minute that Acumen finishes and sends me the boat, I just plop it into the map, compile, and release.
 

The_Ulf

L6: Sharp Member
May 26, 2009
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I like those new overlays for the boat-cart. :D

Can't wait to see how the floating cart affects gameplay - what are the bounds for the cart trigger like? Can you push it from underwater? That might help BLU break defense farms. Might be overpowered, as well.

Playtesting!

Can't wait.
 

lana

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Can't wait to see how the floating cart affects gameplay - what are the bounds for the cart trigger like? Can you push it from underwater? That might help BLU break defense farms. Might be overpowered, as well.

I'm debating it. I think I might just have the trigger above the canal so that you can only push from the sides.
 

Fraz

Blu Hatte, Greyscale Backdrop.
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Dec 28, 2008
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I was looking at the 4th screenshot, and I was *sure* water on a slope wasn't good in maps...

developer.valvesoftware.com said:
Requirements

To make it perform efficiently, water also has a collection of rules regarding its placement and usage inside of a map.
  • There may be only one water level height in a PVS if the water is expensive.
  • "Expensive" and "cheap" water may not be used simultaneously in the same PVS.
  • The water's surface should never slope in the Z-axis; it should always be parallel to the horizon line in a map.
  • Water is created by applying a water material to the top-most surface of a brush, while covering the remaining faces with the tools\toolsnodraw material.
  • The water_lod_control entity controls the distance at which expensive water transitions into cheap water.
  • An env_cubemap entity must be present for the water surface to render properly on sub-DX9 hardware.
Note: Water is not a brush entity, and should not be attached to an entity. Water brushes included in any brush entity will not render correctly.
 

lana

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I'll let you in on a little secret...
It's a func_water_analog
 

Fraz

Blu Hatte, Greyscale Backdrop.
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Dec 28, 2008
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huh, what water texture are you using? I hope its:

developer.valvesoftware.com said:
Only two materials are known to render correctly across all systems, these are nature/water_movingplane and nature/water_dx70. This is ostensibly because of how the material effects on the more complex water shaders require static brushes, so they can optimize what's visible to the water surface. A moving water surface would break this effect, so therefore full water shaders are unusable on a moving surface.
 

lana

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It's perfectly usable from a technical standpoint, it'll just look like shit. Both the slope and two different water levels within a PVS.

Until I can think of an alternative, it's what I'm using.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
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Maybe if you covered that area up slightly with some sort of tunnel?
 

lana

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WIP screenshots of point 3
37b600plgumbopa10014.jpg

f9400plgumbopa10013.jpg

1a7600plgumbopa10012.jpg
 

strangemodule

L5: Dapper Member
Sep 10, 2009
223
59
I really am looking forward to playing this map, it's a neat twist on Payload maps.

Forgive me for not being up-to-date, but what does the actual boat look like? Is it the one from the Swamp pack or something else?