Solitude

Solitude b1

pl

L5: Dapper Member
Mar 6, 2009
248
55
Pictures look really nice - I especially like the first pic with the granary-like structures :)
Keep it up!
 

pitto

L3: Member
Feb 17, 2009
109
73
Ok B1 is finally out (slightly rushed for the comp deadline)

I would have had it in earlier, but I've had some computer troubles including my graphics card dieing (mother board doesn't have inbuilt for backup) and then getting a virus which stopped a bunch of programs working including hammer :( not to mention the uni semester is closing in :O.

Anyway there is still some things I will add when I get to b2, but this will have to do for the comp deadline. And without further ado I give you pictures:
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Icarus

aa
Sep 10, 2008
2,245
1,210
Talk about a map out of nowhere! I just ran through this baby, and I was thoroughly impressed. I love how innovative you made the last stage, and I really enjoy how the layout and even the track paths change depending on how many stages you've won. Certainly brought something new to the table than the usual 5-foot-difference in other PLR maps. I also really enjoy the idea of bringing the payloads back to spawn, instead of pushing them away.

I have high hopes for this map.

My only complaint is that the teams switch on round end. Please go to team_control_point_master and change "Switch Teams on Map Win" to "No"
 

pitto

L3: Member
Feb 17, 2009
109
73
Thanks Icarus yeah I haven't really done continual updates.
This is my first map 2 get this far and I think next time I should be compiling much more often, but I have definitely been learning a lot.
Thanks to all the other contest entrants, as looking at your maps has inspired me to keep working on my own, there are some really stunning maps coming from this competition.
Also will definitely put that entity change in for the next beta, which will have 2 wait till after exams I think.
 
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evanonline

L420: High Member
Mar 15, 2009
485
273
I hadn't heard of this map at all until seeing it up on the testing servers.

I really enjoyed it! I haven't played all the contest entries, but of the PLR ones I've played this is by far my favorite so far, without a doubt. One issue I have, though: the "No Swimming" sign used here is lacking textures. It's a simple, easy-to-fix mistake and it's happened to me before, so it's not much of a worry. The teamswitch thing bothers me too, but it happens in a lot of

I'm totally going to recommend this on a server I play when the next version comes out. Well-detailed, well-laid out, great twists on the standard PLR conventions and in general I find the whole thing pretty fun. I feel this map can make great use of all the new assets the Harvest and Halloween props offer, too. If this is really your first map, consider me thoroughly impressed!
 
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pitto

L3: Member
Feb 17, 2009
109
73
Yeah I saw that when it was too late eerieone, the boat is actually a few units above the water. There is also a flying building in the skybox that you can see in the final stage :facepalm:.
 

Wegason

L3: Member
Aug 16, 2009
147
64
I haven't had a chance to play this but it looks very nice and you've had some positive feedback so I'll definitely try and play this as soon as I can and leave some feedback.
 

nfreakct

L1: Registered
Nov 12, 2009
1
1
I actually registered to thank you pitto and give you encouragement to continue working on this map! This is by far the best payload race map I've played so far and it actually seems to make sense of how payload race works to create a fun game. We played this on 2fort2furious while testing all the contest entries and the general consensus is that this may be the first great plr map.
 

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
721
254
Great work on the map. When I was filming I found it a little confusing how the karts change at the last stage, but in a filled server the gameplay flows quite smoothly. Excellent job on the layout.

Aside from the one un-packed model, I do have one complaint however. The barbed wires in the first stage. While I think they're clever and I won't suggest you to remove them, there should be some visual warning (like a simple sign). Much like this:
08133.gif

Most players seem surprised by the fact they're sitting on a trigger_hurt, and it takes a while for them to connect two and two. An over-the-top "TF2-ish" sign that demonstrates this would make them aware of the hazard, yet curious as well to the extent of the danger.

Other then that, great job.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
I find that the bases are a bit too neutral, I've a few times found a cool side passage, just to find out that I'm suddenly attacking my own base... I guess playing it more will help me memorize the paths, but I felt I should mention it anyway.

Stage 2 is very tiny and does not scale well with increased playercounts. 24 is okay if the teams does not get 2 (or more) engineers each.. with 32 players it can stalemate indefinately.
The issue is that very few sentryguns can cover too much of the playble ground. Backed up by a heavy or demo on defence the engineer force is very hard to take down.

And I agree on the barbed wire thing, personally I would remove the hurt completely.

Assume that I like everything I didn't mention! ;)
It's a good map and I'm having fun on it.
 

Rikka

L5: Dapper Member
Feb 10, 2009
208
388
Nice run. Can't wait to see what you do next.
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
Congrats, now that you won third place you MUST (i hope you) continue to perfect this map and dont abandon it like lots of contest maps do.

Definitely needs work, but you brought thi out of nowhere, hope you can do that again with your next release.
 

pitto

L3: Member
Feb 17, 2009
109
73
Yeah I definitely want to finish this map off, currently I'm looking at ways to optimize (in particular round A) and also changes to make B a bit larger and C less confusing coming out of spawn.

I am also planning on re-modeling the sub in a more tf2ish style and making a custom explosion(s) and also I have thought of a way to make the sub more visible that should be good.

With that all said I now have little free time as I am doing full time work experience for my university degree atm so I expect that progress will be slower. Well that and I'm working on my mini comp entry ^_^
 
Dec 25, 2007
566
439
This was up on CC today, but we didn't have enough players to properly playtest. So we messed about and looked for glitches instead:

These boxes are non solid (both sides of the map):


You can build sentries under this ramp (red side only):


If you try to jump on this barbed wire, you get stuck and can't escape:


This vent looks very stretched to me:


There's a very weird shadow going on just here:


This prop at the base of the door is wrongly lit; it's all black:


This demoman got stuck on the door while riding the cart:


You can build inside this blu spawn:
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
plr_solitude_b10000.jpg