Borax

PL Borax rc2

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
I know Borax is wayyyy to end of creation process. Though, even if they are somewhat difficults passages toward the end of the map, what really puzzle me is how you did your first control_point.

So, you have some impressive displacement work at the very start, with an inviting and vertical oriented gameplay, many covers, curves, etc. And Some 30 meters behind, basically, one mother of a choke. With two side defensive positions. In our last games, whenever teams where even, blue had a hell of time takeing this first control point, or did not at all. I've played myself in this zone, with the big ammo pack/full dispenser, you can spray continuously as heavy the entrance, pyros can wait in the corner to balst away über people or ignite spies. But the main issue is these über has to be deployed quite early, car this choke is constanly spammed.

I don't know wheter this is what you expected, after all, the blue are not far away, and this control is eventually taken quite often, but the area before the choke is almost not used at all, now : red don't try to harass in it, but start immediatly in their "fortress". Considered the work you put in this area, it's a pity.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
any chances for rc2 or at leat rc_fix soon?
 

ParanoidDrone

L3: Member
Feb 19, 2009
147
11
I played the RC earlier today and I agree with the general sentiment that while capturing A isn't hard in and of itself, moving past it to B is. I think part of the problem was the long travel time -- it felt really hard to keep any sort of pressure on RED.

I noticed a gated pathway in the first area. Presumably it's a shortcut, but which point opens it? If it were to open when A was captured, it might help with flanking RED for B.

On the bright side, the opening area and the water section are visually stunning and offer plenty of vertical interest.
 

megawac

L4: Comfortable Member
Oct 2, 2009
180
29
This map really needs some balance for blue team, see here. Red has 90%? win.

Oh and that doors after b is capped and is hardly a shortcut, still takes like a minute? 40 seconds to reach front.

Blue team always needs engineers which isnt good on attack.
 

Blue552

L3: Member
Sep 16, 2009
137
18
First of all I'd like to say, I love the map. It's beautiful, the custom capture points are awesome, the screaming eagle is EPIC.

Level looks great, I'm sure it plays great too.

It is beta and we are looking for bugs so this is what I found:


Y0vH1.jpg

There is a random clip here blocking the stairs [I double jumped onto it

OPTIMISATION

Noticed my machine running a little hot so checked out draw ranges.

kdpPi.jpg

normal

HCK1Z.jpg

WireFrame

y8FEE.jpg

Normal

dMJFu.jpg

Wireframe

VJfr3.jpg

Normal

5L7iN.jpg

WireFrame

Obviously Vis ignores displacements but I think it's worth putting some occluders or solid blocks inside the displacements as well as hints to help VIS out.

Whats 6 new vertices compared to the dozens it will hide.



Keep working on the optimisation and this map should definitely be on every server running next to badwater [WE NEED MORE PL MAPS]
 

Blue552

L3: Member
Sep 16, 2009
137
18
Would you give me consent to use your awesome capture points? credit will be given

My map is a circular PL map which uses the point names A,B and C
 

Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
So, sorry for being so slow with releasing RC2, but here it is;

Changelog RC2:
- Improved Optimization
- Added loads of Occluders (improves optimization further)
- Fixed invisible block for the stairs at cp2
- Fixed Red being able to access their previous spawn after a point is capped
- Added a additional path in the blue building where the cart goes through
- Adjusted ammo and health packs

I spent alot of time on improving the optimization so it should all be good now.

I updated the download link in the OP so just download again.
 

sighmon

L1: Registered
Apr 1, 2010
5
0
This used to be a regular on our Payload Extreme server, too. I'll see why we haven't had it in rotation lately.
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
The explosion at the end looks amazing!
This is a great map!
 

ShamanBond

L1: Registered
Apr 16, 2010
33
5
There are spawn door issues with RC2, red gets stuck in their first spawn if they're in it when the spawn changes.

Second red spawn door stays open if a Deadringer spy is in there when spawn changes, this makes it incredibly difficult for blu to push past that door when Red can hide out in there after their spawn has changed.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
I had a massive, massive post with loads of nitpicky bugs here, but my computer died and i lost it. I'm too tired to start again, so you can go to http://steamcommunity.com/profiles/76561198010698558/screenshots/ and scan through them.

Some things i can remember:
  • Lighting bugs all over the shop.
  • The thing the fuel pipe to the rocket comes from looks bad.
  • Increase the size of your water textures.
  • Inset the prop windows.
  • There;s a roof that i cant tell if you can walk on it or not.
  • Why does the eagle take-off at start, when blu are locked in their spawn and red are miles away?
  • The conveyor that goes over the valley needs more support.
  • Several hose props are facing the wrong way around.
  • The brushwork in some areas is a bit bare
  • Cranes that don't lift anything to anywhere.
  • A visible nodraw face on some planks.