Serenity

Furex

L4: Comfortable Member
May 30, 2009
151
34
This is my attempt to make a three stage payload race map, the theme will be something like pipeline but with snow.

Its alpha 3 because ive tried it with a friend. The overview is stage 3, forgot to take a overview on the others :p

On stage 2 its possible to choose two different paths for the cart by touching the arrows in the spawn, is this a good or bad idea?

Let me know what you think about the gameplay and what needs to change etc, i wont start detail untill im happy with how the gameplay flows. Looking forward for your ideas and suggestions, I need 'em to be able to improve the map! :)


Known issues:
- Strange triangle at the stairs at stage 1
- Cart can flip out at stage 3 sometimes before you reach the first hill, nothing too serious though but im working on it...
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
looks quite cool.

only thing is, you should disable shadows on your tracks, and in screen1 there seems to be skybox poking through the track on the right...?

at least that's what it looks like
 

Exist

L6: Sharp Member
Oct 31, 2009
306
136
looks quite cool.

only thing is, you should disable shadows on your tracks, and in screen1 there seems to be skybox poking through the track on the right...?

at least that's what it looks like

I belive thats the strange triangle he was talking about.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
The tracks are a clown.

And Jesus, THAT is scary.
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
The tracks are a clown.

And Jesus, THAT is scary.

I lol'd. :p

Anyway - this looks pretty damn sweet. I like your lighting, though there may be one or two over-dark areas it looks like you've illuminated nearly all the playable space.

The path choosing could be very interesting - dunno about how teams should decide which (getting a PUB team to coordinate anything is hard enough already). Perhaps the first round win should determine which? I guess Solitude already did that and it takes away the principle of it being the team's choice, but it seems like it'll be hard to find a good way to commit on-the-fly-in-game decisions. Only testing will tell! ;)
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
You see it too, Ulf?
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Now I actually see Giegue.
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Oh hell yeah Mother. Wow, now I can see it too. It is stuck oscillating between evil clown and evil alien overlord in my eyes.

EDIT: Also, Furex, I promise we'll get back on topic in a sec, here. :laugh:
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Regardless, that map is the work of the devil.

However it looks like it will play well.

For the switching rails thing, why not use a conventional rail switcher that flips when hit?
 
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The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Aight - gave it a full run-around, to make up for my lallygagging. ;)

First up - it looks like cubemaps may not have compiled properly and you haven't pak'd those custom track models in. That's ok, easy fixes. In the first screenshot - I think that is a bit of nodraw poking through from somewhere, somehow - revealing the terrifying void below. For the spawns in the second stage, you'll probably want to add a glass material to those windows (third screenshot) so that players know they won't fall through. I spawned and was afraid to move (that probably says more about me than anything, though) for a second. I'd recommend one of the tinted glass textures so that you can do the bottom as one of the chrome metal ones and call it a one-way mirror (so that players aren't able to look into the enemy spawn and/or up at each others crotches - just a good professional mercenary courtesy).

Your third stage feels like it'll be pretty fun - I can't wait to see it in action. :D

Also - Penguin's rail switcher seems like a good idea and got me thinking - perhaps you could put it outside the spawn and make teams fight over pushing their cart onto a more favorable track than their opponents? It could be an interesting focus of combat, trying to get the tracks switched in your favor and rushing to get your cart over the switchpoint before the enemy can flip it back.
 

The Gentlemanne

L4: Comfortable Member
Jun 18, 2009
170
94
That is a CREEPY clown.*cold snap*
 

Furex

L4: Comfortable Member
May 30, 2009
151
34
Haha havnt seen that clown before, you guys are right, looks kinda creepy...

Thanks for the feedback! :D exactly what i need!
First up - it looks like cubemaps may not have compiled properly and you haven't pak'd those custom track models in. That's ok, easy fixes. In the first screenshot - I think that is a bit of nodraw poking through from somewhere, somehow - revealing the terrifying void below. For the spawns in the second stage, you'll probably want to add a glass material to those windows (third screenshot) so that players know they won't fall through. I spawned and was afraid to move (that probably says more about me than anything, though) for a second. I'd recommend one of the tinted glass textures so that you can do the bottom as one of the chrome metal ones and call it a one-way mirror (so that players aren't able to look into the enemy spawn and/or up at each others crotches - just a good professional mercenary courtesy).

Im on it, fixing it for the next version. The nodraw your talking about though is a mystery, I have absolutely no idea why it does like that, it just makes a hole there for no reason... Think i have to rebuild that part.

Also - Penguin's rail switcher seems like a good idea and got me thinking - perhaps you could put it outside the spawn and make teams fight over pushing their cart onto a more favorable track than their opponents? It could be an interesting focus of combat, trying to get the tracks switched in your favor and rushing to get your cart over the switchpoint before the enemy can flip it back.

This isnt a bad idea, dunno which track is the most favorable though, i will sumbit the map for a gameday to see how it works out with the current settings!

Again, thanks alot for the feedback and for sharing your ideas!