Panic

PLR Panic b2

Icarus

aa
Sep 10, 2008
2,245
1,210
Entdata has no bearing over edict limits. (Waste has nearly 200%!)

Congrats on getting it done... last minute submission :p
 

Tinker

aa
Oct 30, 2008
672
334
I think this map is fantastic, but am I the only one who doesn't really like the overall darkness of it? I think it detracts from seeing the cool things such as the cart sliding down at the start, or having great vistas at the final stage. I preferred it when it was daytime.

Maybe it's just me though!
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Before I consider putting this on my server I thought I should ask if its server worthy yet, mostly beta means that.

I, uh, don't know? What do you think?
This is probably something only you can judge, since it's your server. In my opinion Panic has been server worthy since a1! :D

In all honesty though, yes, it is a beta There are no dev textures in the map, most things are in place I think non-mapping players would enjoy it. It's definately playable.
 

Vilepickle

Banned
Oct 25, 2007
372
199
Hi,
I played this a couple nights ago on the TF2maps server, donno if you were there.

I think that stage 2 could use some work from what everyone said. It's not BAD per say but it feels disconnected because the carts go so far away from each other. Perhaps by tightening up the track you could achieve this. In particular, the pit before it raises up into that final area seems to wrap way around and it doesn't seem like a very fun area.

This combined with the fact that the alternate route is more obvious to use than the main cart path means there isn't a ton of action focused on the cart.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
The plan I had when designing stage 2 was to make it different from stage 1. Longer and a bit slower. A few more options/choices than stage 1 offers.

But you're right, many times I've seen the carts abandoned in that 180° turn. Which is a really bad thing for gameplay. I have been thinking about solutions, but nothing really great has jumped into my skull yet... that and I didn't want to make radical last minute changes in the contest release.

If there are any suggestions I will gladly take them and try to come up with something good.
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
The plan I had when designing stage 2 was to make it different from stage 1. Longer and a bit slower. A few more options/choices than stage 1 offers.

But you're right, many times I've seen the carts abandoned in that 180° turn. Which is a really bad thing for gameplay. I have been thinking about solutions, but nothing really great has jumped into my skull yet... that and I didn't want to make radical last minute changes in the contest release.

If there are any suggestions I will gladly take them and try to come up with something good.

I have scene this happen, but the round always ended up finishing and it didnt seem to take to long. Doesnt seem to be a big problem to me, but you could always bring that 180 turn in a little bit, instead of making it such a wide turn. You could move the box back a little bit and see how that helps (this would shorten the kart track, not alot but might help the problem). I dont think any major layout changes are necessary.
 

UFO

L2: Junior Member
May 20, 2009
85
52
We had a strange bug on this map.
Stage two. Time was up, the announcer said "Prepare for sudden death!", but nothing happened (teams hadn't been respawned), carts went themselves to points, BLU's was closer and BLU team won.
Stage three. HUD says that carts are on the top of the way and then they go down and stop in the middle, but in fact there were no carts at all! The game just became deathmatch, not even sudden death, and then we had to change the map...
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
We had a strange bug on this map.
Stage two. Time was up, the announcer said "Prepare for sudden death!", but nothing happened (teams hadn't been respawned), carts went themselves to points, BLU's was closer and BLU team won.

This is working as intended.
There is no actual sudden death going on, it's just a soundclip that alerts the playes that the carts will start to autoroll.

Stage three. HUD says that carts are on the top of the way and then they go down and stop in the middle, but in fact there were no carts at all! The game just became deathmatch, not even sudden death, and then we had to change the map...

This however is not.

Thanks for reporting it, I've heard similar things happen and I'm looking into it. It's a pretty rare occurance (afaik!) so it shouldn't be too much trouble until next version.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
plr_panic_b1 has been played a lot lately and I'm getting some good feedback from voting comments.

But there is 1 thing I keep hearing about that requires the help of you guys (players):
The map is too dark for some, but it's actually not that bad on my screen (nor any other screen in my house). I can see clearly in the entire map but it's obvious this isn't the case for everybody.

Post screenshots of areas/corners that are too dark. I need specific locations, as many as possible.

Thank you~
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
plr_panic_b1 has been played a lot lately and I'm getting some good feedback from voting comments.

But there is 1 thing I keep hearing about that requires the help of you guys (players):
The map is too dark for some, but it's actually not that bad on my screen (nor any other screen in my house). I can see clearly in the entire map but it's obvious this isn't the case for everybody.

Post screenshots of areas/corners that are too dark. I need specific locations, as many as possible.

Thank you~

I haven't had this dark problem either, its definitely not as bright at other maps but i can play fine in it.

But if i find any that could be a little brighter il take a screenshot,
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
I found another issue (at least to me) in the map. In stage 3 the carts start on a rollback. Thats fine as the hud shows it. But instead of making them wait until 1 is touched, add a setup and make them rollback when its over. It makes more sense to me.
 
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Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
I found another issue (at least to me) in the map. In stage 3 the carts start on a rollback. Thats fine as the hud shows it. But instead of making them wait until 1 is touched, add a setup and make them rollback when its over. It makes more sense to me.

They used to work like that up to a7 or 8.

But now they will both be frozen in place for 13 seconds (from stage start). Once they are 'unlocked' a buzzer/alert sound is played to announce the game is on :)
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Hey, check out this awesome link.



I got nothing so far. I wish I could fix it myself, but this one time I really need input from the players!