Regret

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
Here it is. The first and only, semi-competant, unoptimised, un-balanced and above all un-tested map submission by Tapp! Featuring brand new (by which we mean second hand) features such as the exciting swamp theme, and Uriak's under-appreciated payload chase gametype! That's right, you heard me, in regret there are 2 carts, on the same track!
:O:confused::blink::mellow::eek:hmy::):laugh::woot:
Both teams are trying to push their cart into the back of their enemies! Regret also features:
Custom models
Custom textures
Lag
Frogs
But wait, there's more! Regret was started in January, and is so far my best and most polished map. That said, it's missing a medkit, there are floating resupply cabinets, a door which defies all logic, a broken HUD (although the fact that Uriak can make sense of any of it is amazing) and the possibility that players will get angry at the lighting. If there are any more problems which I haven't mentioned, shout them out right now! More thanks to TheDarkerSideOfYourShadow for the truck model, acumen for the chairs of awesome, octoplasma for the trash bags, youme for general inspiration, Uriak for the gametype and incredibly complicated entity rig, Acumen again for some life-savers and probably a whole lot more but I'm just way too excited to find out right now. I will be attempting to get this map onto the recondos TITS playtesting server, and calculatedchaos too. So rate, comment and enjoy!
Oh, and for those of you without 7z, here's the regular bsp file:
http://www.mediafire.com/?zjeydmumyjn
 
Last edited:

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
If it sucks as badly as you say it does.... why not fix it?
 

Ost

L2: Junior Member
Jun 26, 2009
61
32
If it sucks as badly as you say it does.... why not fix it?

Perhaps he I just trying to tell us he already now about these problems, and that he doesn't need feedback on them, and that they will be fixed.
 

Titanium

L1: Registered
Nov 23, 2009
28
11
It's look a nice use of swamp theme but I find weird that you can see all four point from each other it does kind of kill the interest of having two cart racing and the track will just count as a CP I think you shoiuld add a building in the middle so you choose between offense and deffense.

Jusyt saying this from the overview pic.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
Unfortunately at the time I was making this I did not use the propper mapping flow, and I am unable to fix it without re-building it from the ground up. As such what I'm trying to do if find out as many problems as possible before I do that.
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
Looks pretty nice from the pictures, I'm just wondering how it will work to actually have a sustained round time of more than a few minutes, surely if one team wipes out the other - they will win pretty instantly seeing as the carts are close together.

I feel this idea would be good on a larger loop but on this size, it seems like it might be too much of a spam fest. But, be sure to try it before you take any game play criticism.
 

XkillerturtleX

L1: Registered
Nov 29, 2009
18
7
looks good cant what to play test it
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
It's whose idea?

Uriak wast the first to design and implement this gametype. Unfortunately, I was unable to contact him to get any kind of permission, but I credited him in the map. I'm considering extending the track to go around the two canoe shacks, and add spawns in the middle. If you want the original, it's called pl_snaketemple, for those of you who aren't nerdboy, who is presumably being sarcastic (?). I'm not entirely sure if Uriak made it, but he uploaded it and that's my only source.
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Pretty dang good first map! Tackling a crazy custom gametype on for your debut mapping project is a daunting task, so bravo there. :)

I've heard of payload chase before (I've not had a chance to play any), sounds interesting, but most of what I've heard is that it tends to stalemate when teams are even remotely closely matched. Your tight central track might help that - it might sort of make it like King of The Hill (if you can control the middle for a time, you can make significant progress). That's only speculation, of course - gameday testing is the only good way to tell.

Have you seen Dr. Spud's pl_problematique? You might consider his cyclic payload round setup.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
Does look amazing dude although if these prblems exist i wouldn't play it that much after you fix the problems you know are there due to the fact that then i'd probably find problems you've already found.

However i'd prbably play it for fun.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
Pretty dang good first map! Tackling a crazy custom gametype on for your debut mapping project is a daunting task, so bravo there. :)

I've heard of payload chase before (I've not had a chance to play any), sounds interesting, but most of what I've heard is that it tends to stalemate when teams are even remotely closely matched. Your tight central track might help that - it might sort of make it like King of The Hill (if you can control the middle for a time, you can make significant progress). That's only speculation, of course - gameday testing is the only good way to tell.

Have you seen Dr. Spud's pl_problematique? You might consider his cyclic payload round setup.

Thanks for the feedback, I'll decompile and have a look at problematique. I think I will extend the tracks beyond the shacks once I get the chance, if the playtesters don't like it. In my original idea I was kind-of wanting the concentrated chaos of koth, just slightly different in its execution. And for the record, this isn't my very first map, it's just the first to have a somewhat competant detailing standard, which at the time I thought counted for more than it does.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Uriak wast the first to design and implement this gametype. Unfortunately, I was unable to contact him to get any kind of permission, but I credited him in the map. I'm considering extending the track to go around the two canoe shacks, and add spawns in the middle. If you want the original, it's called pl_snaketemple, for those of you who aren't nerdboy, who is presumably being sarcastic (?). I'm not entirely sure if Uriak made it, but he uploaded it and that's my only source.

You have to be kidding me.