Panic

PLR Panic b2

juicyjames

L1: Registered
Nov 28, 2009
4
1
The carts in stage 1 are obvious, and you expect them to do damage.
The dynamite in stage 2 are a little more strange, people don't really know what they are for the first time so suddenly killing the player would take away a lot of gameplay points (in my book).

I've been thinking about adding a push for them though, so you can go flying, but not insta-killing. How does that sound?
I see your line of thinking, and now agree it would probably be a bad idea to have it kill players. A push, on the other hand, sounds like a great idea since it'll give the map a bit more character, without affecting the gameplay much.
 

NoHeroes

L2: Junior Member
Oct 16, 2008
94
53
Having a real problem with a "disappearing carts" bug on this one. Our people love the map, but it keeps having to be reset every few hours due to the carts disappearing.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Having a real problem with a "disappearing carts" bug on this one. Our people love the map, but it keeps having to be reset every few hours due to the carts disappearing.

I've also seen it happend and I've investigated the problem. Due to it's nature it's very VERY difficult to replicate!
I came up with a theory for the problem and questioned the one and only (A Boojum Snark) what to make of it.

In the end: I have adjusted a few outputs according to instructions. Hopefully this issue will be fixed in b2. Until then I advice you to stop capping the stage with both carts at the same time!


PS. b2 will be out very soon.
 

SlayerBlitz

L3: Member
Dec 3, 2009
120
46
I love your map man it is amazing. I really thought yours was way better then that plr_nightfall that won the contest. I can't wait to see what you do next in terms of maps. Your stage 1 was amazing and I loved to exploding wall from stage 2 but the concept you brought with stage 3 was something entirely new and unexpected from any payload map I've seen yet. Keep up the great work man.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
This is the most epic PLR ever created.

I mean, stage 3 actually feels like a RACE, not a stall fest.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
BETA 2 RELEASED!

General:
New environment settings.
Updated 2D-skybox.
Optimized all stages
-Agressive prop fading (popping might occur! Please report it)
-Smarter occluders
-and more...
Switched a lot of wood beams to a dark metal. (stage 1 & 2)
Minor details.
Hopefully fixed a very rare bug, causing carts to not teleport to stage 3. (Credit to A Boojum Snark!)
Removed the SOLID_VPHYSICS spam on mapload.

Stage1:
Hazardtape to display where the crossover starts.
Replaced the wooden shack in the middle with electricity.

Stage2:
Hazardtape to display where the crossover starts.
Added areaportals to the middle.

Stage 3:
Rollbackspeed reduced by 20%
Cartspeeds halved.
Every 30 seconds the carts accelerate slightly (both forwards and backwards) until it reaches the speed used in b1.
Sealed off unused room at the top.
Added forced spectator cameras for both endings.
Smoothed out that annoying unclimbable displacement patch.



======

Planned for future releases:
New explosion model + animation for stage 2 (UURHGHH)
Optimize filesize.

======

Thanks for all the feedback from the competition, It really helps :)
 

The Gentlemanne

L4: Comfortable Member
Jun 18, 2009
170
94

Leck

L1: Registered
Aug 8, 2009
1
0
its an awesome map, with that kind of ambient, but the bridge is too real, i mean, we live in a cartoon world no? Still awesome map
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
An excellent work on this one, it was voted almost 100% to take its place into our servers mapcycle. Kudos.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
You can stop the cart from moving if you stand on top of it whilst pushing it up towards the large signs below the center building.

plr_panic_b20000.jpg
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
You can stop the cart from moving if you stand on top of it whilst pushing it up towards the large signs below the center building.

plr_panic_b20000.jpg

Like, blocking it's progress by being squished between the cart and the sign? Interesting!

Also Thanks flubber and DontWannaName, I hope you have fun :)

I've been doing some rethinking of some pathways in stage 1 and 2. Nothing big, but some new paths may be installed or rebuilt.
It's gonna be awile before a release though!

I'm still not sure about the brightness level in the map, so if anyone find a (too) dark corner be sure to post a quick image or 'getpos' info.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
I have had a few times when the cart will not heal you on the last stage.

That makes sense now, i was wondering why my health kept staying in red.

It's on purpose. after you pass under the last wooden sign (in Psy's picture) the dispenser stops healing, but continues to gives ammo.

Both teams can taste the victory if they are fighting on that last stretch of track, so no one wants to leave the cart. And with constant health refill it would always end up in a semi-tie.

It has worked fine for gameplay reasons, but It's kinda confusing and I'm looking for a way to convey this to the players... if it turns out it's too frustrating I might just put the dispenser back in.
EDIT: to clarify: the dispenser is only disabled at the top part of the track, it's working normally everywhere else.
 
Last edited:

Masakari

L1: Registered
May 14, 2008
26
8
Just thought I'd stop in to say that people have really loved the map since the B2 release - it's actually the highest rated custom map on our server right now! People had complained about the speed on the last stage before the new version, but people seem to be enjoying it now! Great work!

(And yes, I think I'm becoming a fanboy for your maps :p )
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
The same here, one of the best rated maps ever on our server. Just the problem of the end stage 3 can be really long :D.

BTW if i add a timelimit (our servers usually don't have one and only goes by maxrounds) will one team win the game if it's payload is the higher one, or will it just be a stalemate?
 

Pc_Madness

L4: Comfortable Member
Aug 31, 2009
164
51
Is the point of Stage 3 to cap it, or to simply let the other teams cart fall off the edge? Cos the second option is a hell of a lot easier than the first. :p The speed at which the cart moves up the hill is insanely slow. Would be nice if there are one or two flat sections, but the cart takes a while to slow down, so if the cart gets to near the top of the hill and then stops being pushed, it'd roll straight through the flat sections.

Just my suggestion anyway. :)