Brook

StickZer0

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Nov 25, 2008
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Hello, I'm StickZer0, and I bring you my latest map; PL_Brook!

PL_Brook is my first attempt at a payload map. It's set in a outwards spiralling base, with a river running through it from the mountains above, driving a hydro-electric power plant, being channelled underground before being released into the open for the cart to splash through. The cart itself takes Blu team on a journey around a rocky mountain, and then deep into the heart of it, revealing an awe-inspiring underground spytech base.





I tried to play with height a lot in this map, with the side of the mountain meaning the cart goes both upwards, placing Blu at a disadvantage, or downhill, giving Blu a chance to overlook their adversaries.

 
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Hanz

Ravin' Rabbid
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Jan 18, 2009
844
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Looking nice. :)

Tell me when you are going to test it! :D
 
Nov 14, 2009
1,257
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This looks incredibly nice. Even fully dev textured, it has theme!

The 'going into water' is a bit weird--maybe add some noise around the water area, so it looks a bit more natural.

Also, is this multistage, or single? If multi, are all the stages made? And where are the screenies of the spytech mountain?

This is the first map that I have been legitly excited to play in a long time. I will be there next playtest!
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
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Wait, WAIT, WAIT. Grim, weren't you excited to play Amargosa? MY awesome pl map? :p

Anyhow, back to the topic. Looks awesmoe stick I'll download and hit you up with stuff.
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
It eats up my 10-20fps.
Eats those frames right up.
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
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Incoming Feedback!
Clip These
http://dl.dropbox.com/u/841648/Feedback_imgs/pl_brook_a1_s10000.jpg
http://dl.dropbox.com/u/841648/Feedback_imgs/pl_brook_a1_s10002.jpg
http://dl.dropbox.com/u/841648/Feedback_imgs/pl_brook_a1_s10003.jpg
(this might be a good camping spot for demos or something)

These areas are a tad dark
http://dl.dropbox.com/u/841648/Feedback_imgs/pl_brook_a1_s10004.jpg
http://dl.dropbox.com/u/841648/Feedback_imgs/pl_brook_a1_s10005.jpg

Some sightlines you might wanna watch
http://dl.dropbox.com/u/841648/Feedback_imgs/pl_brook_a1_s10006.jpg
http://dl.dropbox.com/u/841648/Feedback_imgs/pl_brook_a1_s10008.jpg
http://dl.dropbox.com/u/841648/Feedback_imgs/pl_brook_a1_s10011.jpg
http://dl.dropbox.com/u/841648/Feedback_imgs/pl_brook_a1_s10012.jpg

Other notes
http://dl.dropbox.com/u/841648/Feedback_imgs/pl_brook_a1_s10001.jpg
Two CPs like that? I found it weird
http://dl.dropbox.com/u/841648/Feedback_imgs/pl_brook_a1_s10007.jpg
You could probably add some islands or something to make the water area cooler
http://dl.dropbox.com/u/841648/Feedback_imgs/pl_brook_a1_s10010.jpg
I like this thing, and how to get there. Z Fighting texture though.
http://dl.dropbox.com/u/841648/Feedback_imgs/pl_brook_a1_s10013.jpg
Confused me at first, I didn't realise I had to turn around at first

I liked the sticky jump from here
http://dl.dropbox.com/u/841648/Feedback_imgs/pl_brook_a1_s10014.jpg
to here
http://dl.dropbox.com/u/841648/Feedback_imgs/pl_brook_a1_s10015.jpg

Other Other Notes
  • I don't think Red had a respawnroom brush
  • I got loads of console errors about spawnpoints and mspl_stage_1 or something
  • You could probably have what you have as one single stage map, felt rather large, try scaling down and tightening up areas
  • I like how you tried to incorporate height and advantages into your design.
  • Some areas felt weird, with gates scattered about and angled buildings/blocks I dunno...

You have a good start though :)
 

lana

Currently On: ?????
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Sep 28, 2009
3,075
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For the love of god, disable shadows on your tracks. Nothing is more annoying than the black areas under them.
 
Nov 14, 2009
1,257
378
OK, gave it a run through, and although scale isnt a problem, size is. This map is the size of a single stage payload map. Put the other two points here, and here.

Other than that, it looks like it would play great. I love the start, although it is a bit badwater-ey. On to the problems:

Z-fighting
This stays after the match begins, a bit weird
Z-fighting
Sightline
Why the hell is there a random box here?
Z-fighting
Lights, please!
Z-fighting
Z-fighting
Magic disappearing wall, part 1
Magic disappearing wall, part 2
Visible nodraw (fan jump from the cart, or rocket/stickyjump)


Still, I cant wait to play.
 
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lana

Currently On: ?????
aa
Sep 28, 2009
3,075
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That makes it auto-win. It detects hacks.

Best hack protection ever. Everyone may be a hacker, so logically killing them randomly would make sure that all the hackers would get mad and leave.
 

Time

L1: Registered
Mar 19, 2009
28
9

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728


These aren't 'visible nodraws' or 'missing walls'; this bug happens when a textured face shares a plane with a skybox-textured face.

Stick: I usually leave off a border of 32 units between my buildings and the skybox to ensure this doesn't happen.
 

StickZer0

💙💙💃💙💙
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Nov 25, 2008
664
647


It's a rock ;)

Major thanks everyone for all the feedback so far, this is the exact reason why I only released half of the map so far.

I'm gonna be nuking the first area, making the river area a bit shorter, and general other bugfixes. I already knew about the Z-fighting, I just didn't bother displacing the rocks yet because they're so temporary.

Next version probably won't have the second half yet, I want to get the first area to an acceptable standard of gameplay before I move onto the second half.

I do know it's a long map, but it's meant to be a big journey that will end in an awesome finale, I swear :D

Also warrior, your dropbox links are broken
 

StickZer0

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Nov 25, 2008
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What?
Add a filter? :confused:

If you mean make it so only Red can go through the door and that only Blu can go through the other door, that kind of defeats the point of them.
circlelol.jpg

Note that while the cart is being pushed around this area, both teams can flank each other. Red can stand at the end of the tunnel and block it for blue, while going around the side and closing in on them from behind, while at the same time blue can go out of the side door and flank red's "defence" while blue's offence fight red's flank.
I'm keeping it like this for now, from what I saw, people enjoyed that area so far having to constantly be on their toes after a relatively peaceful push into the river.
 

StickZer0

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Nov 25, 2008
664
647
A2 released:
Changed the S1 to P1 to avoid confusion over whether or not it's multistage. It isn't, it's a singlestage payload map, and i've only released the first half of it so far.
Fixed nodraw issues.
Completely removed the area before the first turn, it was obsolete and added nothing to the gameplay while slowing it down at the same time.
Broken sightlines in the river area.
Moved the first cap from in the river to past the first hut just inside the second building.
Pushed Red's spawn backwards and adjusted respawn times.


I'm gonna enter this into gameday for sunday