PLR Nightfall

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Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
It might be the collision rain. All the rain in the contest version is collision-based whilst in the newest version (A12) I've removed most of them and replaced them with the standard rain from Sawmill.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
And ping effects your FPS.

Ping is the number of ticks it takes to relay a command between you and the server. FPS is the number of changes to the image your video card can make per second. They're totally different.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Ping is the number of ticks it takes to relay a command between you and the server. FPS is the number of changes to the image your video card can make per second. They're totally different.

Just because they're seperate processes does not mean one does not effect the other. Your GPU will only produce frames at the rate at which it recieves the necassery data, which directly effects your FPS regardless of your refresh rate settings/capability. If the server does not update the client, the new frames are not rendered as it interrupts the data input to the GPU. This issue is a communication problem that can occur at the client or server side. Whilst other latency issues such as enemy players jittering through the environment is a communication issue from that client and the server, as such the server is still updating you with information, so the GPU still renders the data it recieves at a continual rate (the enemy staying still at places is because their position failed to update). Your FPS is not effected by this latter issue as a result, but it is by your client - server communication problems.

edit: Additional fact: the ability to change ones own update rates was an issue in pre-source games and coined the term "rate hackers" who exploited how damage and deaths was (and still is) worked out client side. Individuals were able to purposely not update enemy player positions so that they could get easier shots on momentary stationary targets. 2 of the 3 manual rate commands have been made inaccessible by Valve in Source.
 
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Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
There's a problem with the spawn doors on stage 2, they will close on a player standing underneath sometimes. It seems that you are using two triggers for the door, one on each side? It should just be one trigger.
 
Sep 12, 2008
1,272
1,141
Congrats for beating me! D: I got Beatz'd. :p

Nah, you did a great job, keep on improving and finishing it!

-dbp
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
First of all, thanks to everyone who helped and supported me during the development of this map. You all individually deserve a crate full of delicious Heavy-approved sandviches. :)

Now I shall express my current situation which is having absolutely no idea what to do with Stage 3 any more. I was planning to have this map done by the end of the year but it seems that won't come true.

Opinions were split about the old stage and the whole mechanic of the giant rolldown has been subject to a love/hate relationship from many people. This is why I created the new stage 3 without the rolldown mechanic and with a focus on side-by-side conflicts that occur along tracks that are close together. Now I fear I've created something that is too small, too complex, and too, well, unfun.

Comments such as...

Exactly the opposite of my face when Boojum informed me the other day that you'd won first place, and you've scrapped an entire stage of your map. Arguably the most memorable stage of the map and one I've never not had fun on.

...combined with others from a variety of other places are the reason why I'm so unclear as to what I should do next.

I could go down the path of either tweaking and reworking the current *new* stage 3 which featured in A12 which will take several weeks or simply push on with detailing the *old* stage 3 despite being in knowledge of the love/hate relationship that people have with it.

Maybe I'm jumping the gun; The new stage 3 has only being tested once, and I shall put it up for testing next week; but I've been at this since August and now the constant deja vu of playtesting with mixed feedback that gives little indication of how to further develop the map is getting incredibly tedious.

Maybe I'm falling into the trap of trying to please everyone; A trap I would very much like to avoid as much FaN Scouts, Huntsman Snipers and the wrong end of Ravidge's sniper rifle. :eek:hmy:

In the end I want something that pleases most people, a beta out the door and some closure on the map.
 

pitto

L3: Member
Feb 17, 2009
109
73
if you decide to go with the old stage 3 why dont you try adding the ability to stop the cart moving down if you stand near the enemy cart while it is rolling down - from what I remember you couldn't stop the carts moving down, just increase the speed at which they do so by standing next 2 your own cart

I did have that kind of roll down in solitude a1 for stage b (which got deleted and changed), while it was a disaster for solitude it may work for you since the ramps are right next 2 each other, rather than the opposite side of the map.
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Dario seemed to like the iteration of Stage 3 you submitted - I think you can run with it!

And, of course, congratulations! :D
 

Vilepickle

Banned
Oct 25, 2007
372
199
You won a major contest over other good entries with the current stage 3 so I see no reason to change it. Stick with it. Messing with good things means trouble in TF2 mapping most of the time exactly due to the uncertain nature of most feedback.

Besides, you can always make another map with the ideas you get from this one if you're at a major crossroads and have two things that play well.
 

NoHeroes

L2: Junior Member
Oct 16, 2008
94
53
You won a major contest over other good entries with the current stage 3 so I see no reason to change it. Stick with it. Messing with good things means trouble in TF2 mapping most of the time exactly due to the uncertain nature of most feedback.

Besides, you can always make another map with the ideas you get from this one if you're at a major crossroads and have two things that play well.

I agree with Vile. If the final point had been finished/textured, this map would have already earned a spot on our dedicated payload race server (as panic is about to).
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
855
I really enjoyed the contest stage 3. It was one of the best "non-pipeline" PLR finales. The rolling forward was also a really interesting concept (and it was rewarding, rather than punishing).