buckbasin

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
If the water isn't deep enough to extinguish flames it's usually a good idea to represent this visually so that players don't complain, or run off into the water rather than for a medpack, only to end up dead from afterburn. Allowing the players to still see the floor through the water is one way of letting players easily realise the water is not deep enough for them to swim/extinguish themselves in.

Also, it's probably worth using just sporadic puddles rather than whole 'planes' of water. People are gonna get the message of your theme through the map name and excessive use of mud displacements. Hopefully there's a mud texture that uses the mud footsteps sound, because that would be perfect for you in relaying the boggy nature of your map to players without having to saturate most of the floors with the presence of water.

Also, in this pic: http://dl.dropbox.com/u/1419265/pl_trenchfoot/pl_trenchfoot_a10003.jpg

The only way for people to cap the payload here is to stand directly infront or behind it. Which makes attackers very vulnerable, and susceptable to explosive push back/airblasts that knock numerous cappers completely away from the objective.
 

Colt Seavers

L6: Sharp Member
Dec 30, 2007
288
82
cheers. I'll use all that for a2 8)

just tested a1 - Stage 2 is a disaster so if you play, try and skip it :p Overall, I'm please with the 'vibe' of the map - it feels swampy/leisure/horror (ish). The buildings general geometry and layout is, i think, ok...well, a starting point.

Stage 1 - needs playtesting but nothing too obviously wrong. some lines of sight need work - and i fear an organised defense could ensure a total lock out.
stage 2 - just wrong. in many ways :p i will open up the buildings and then restrict the route for players more.
stage 3 - not sure, lots that could be wrong...some nice bits.

But there are some layout issues throughout.

pl_buckbasin_a10025.jpg

pl_buckbasin_a10016.jpg

pl_buckbasin_a10010.jpg

pl_buckbasin_a10027.jpg
 
Last edited:

Colt Seavers

L6: Sharp Member
Dec 30, 2007
288
82
Ok, a2 is now ready for release. Top post updated.

For those who are interested (suprisingly few - damn, i thought using the swamp pack was a sure fire way to get a small amount of interest from the regs.....) - here are the stages overhead views:

stage 1a
pl_buckbasin_a20016.jpg

stage 1b
pl_buckbasin_a20020.jpg

stage 2a
pl_buckbasin_a20019.jpg

stage 2b
pl_buckbasin_a20018.jpg

stage 3a - see 2b, right hand side.

stage 3b
pl_buckbasin_a20017.jpg