Mandolin
Mandolin
Mandolin is a single-stage payload map, with four points. There are three RED spawn rooms and one BLU one; as the points are captured, RED is forced back and additional routes open up out of the BLU area.
(Previous incarnations: pl_courtyard, pl_rockfall)
The Doors Updated for Alpha 1
There are three doors that open after caps in this map.
Courtyard to B
This door opens when A has been capped, and reveals an additional route to B.
Courtyard Divider
This opens when C has been capped, and provides a route between the two halves of the courtyard. (This could also possibly be opened when B is capped; however, I'm concerned about BLU coming through and simply attacking RED from the opposite side. The door to B isn't so bad.)
Second Courtyard Setup Gate
There are four setup gates, three of which open at the end of setup; the last leads from the spawn directly out to C, so it opens when C has been capped.
Known Bugs Updated for Alpha 1
Feedback would be appreciated on the current positions of health and ammunition, as well as on balancing.
Additional credits go to the creators of the Lighting and Gametype Libraries. Without them, I'd be pretty much stuffed.
Mandolin
Mandolin is a single-stage payload map, with four points. There are three RED spawn rooms and one BLU one; as the points are captured, RED is forced back and additional routes open up out of the BLU area.
(Previous incarnations: pl_courtyard, pl_rockfall)
The Doors Updated for Alpha 1
There are three doors that open after caps in this map.
Courtyard to B
This door opens when A has been capped, and reveals an additional route to B.
Courtyard Divider
This opens when C has been capped, and provides a route between the two halves of the courtyard. (This could also possibly be opened when B is capped; however, I'm concerned about BLU coming through and simply attacking RED from the opposite side. The door to B isn't so bad.)
Second Courtyard Setup Gate
There are four setup gates, three of which open at the end of setup; the last leads from the spawn directly out to C, so it opens when C has been capped.
Known Bugs Updated for Alpha 1
- When approaching the final point, the cart seems to trigger the world to shake. I'm not sure what's doing this.
- A corridor between areas B and D is unusually dark for the lighting in it, pending replacement.
- When the cart captures the final point, it continues into the pit at the speed it was at prior to capture, instead of accelerating to full speed. This generally means that the explosion happens just before the teams switch.
- There is a transparency/reflection issue regarding the glass in the level, especially the glass on the floor of the last RED spawn. I'm not sure if the cubemaps are to blame.
- I'm unsure whether to class the signs in the courtyard as misleading; they're intended to show what point is needed to open the door.
Feedback would be appreciated on the current positions of health and ammunition, as well as on balancing.
Additional credits go to the creators of the Lighting and Gametype Libraries. Without them, I'd be pretty much stuffed.
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