Palm Beach

SlayerBlitz

L3: Member
Dec 3, 2009
120
46
I really liked the map, and I think it could be even better with a bit of tweaking.

First thing I want to point out, isn't it odd that the building in front of spawns with the health and ammo kit, has no doors, and is just 1 room that is 1/4th the size of the building? I think you could hollow it out, raise the roof up a bit, put in a staircase, and maybe make it look kinda like this, so there would be another way to get up, besides running in the most fought over area of the map.

BEWARE, I SUCK AT PAINT

Red square is ammo, blue cross is health
21o1lwx.jpg


I also think the building in the middle right next to the cross in the rails should be hollow out,then put some doors on it, throw a medkit in, put a glassless window at the top, and make the rails go in there.


Outside
23j08bs.jpg


Inside, Bottom floor
28cdauf.jpg


Inside, Top floor (blue dot is medkit)

m93if7.jpg


Great map by the way, but too much of the combat happens outside, you need to have some more inside areas.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
I got stuck on the arrow sign seen in screenshot 2, which caused the cart to get stuck too.
 

VIVA LA NWO

L2: Junior Member
Apr 6, 2010
74
36
Setup time is pretty useless seeing how any buildings built will do nothing.

Defending is close to impossible because it's so inaccessible (it's really a race in this map, seeing how defending is nonexistent).

The objective is so far away, so fighting only really happens at the cross where the two tracks meet. After that it simmers down dramatically and it's just trying to keep them in their spawn and not coming out.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I say keep the middle as the main "arena". Pipeline shows how fun it is to fight right next to the spawns.

(Not fun)
 

SlayerBlitz

L3: Member
Dec 3, 2009
120
46
well with that form, I think it would lead to major stalemates, and getting killed by people you just killed 11 seconds ago is not fun. The ending is good where it is.
 
Feb 14, 2008
1,051
931
You need to squash it into more of a square shape. Currently most of the cart pushing is done in an area which just doesn't see any combat because the other team has little business being there yet.
 

VIVA LA NWO

L2: Junior Member
Apr 6, 2010
74
36
I say keep the middle as the main "arena". Pipeline shows how fun it is to fight right next to the spawns.

(Not fun)

It keeps you closer to defending, rather than no one defending/stopping the cart. I'm not sure why you're mentioning pipeline when it's one of the worst plr maps. Panic and Nightfall (all I can think of off my head) both have it near spawn and they're not boring or stalemate-y.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
allrighty then


Now the two teams aren't bombing the same thing, which makes sense.
 

zpqrei

Theme Changer Extraordinaire
aa
Oct 19, 2008
1,067
1,150
ss20100714110902.jpg


Palm Beach (PLR)
(plr_palm_beach_a3)

Palm Beach is a new Payload Race map set in a (once) peaceful Mediterranean sea-side town. Both RED and BLU have just found out that the other team has a missile aimed at them. In order to prevent each other from shooting, each team sent nine negotiators to quell the problem. With bombs. Naturally.

Gametype: Single-Stage Payload Race
Players: 2-24 (32 max)
Author: Tom "zpqrei" Pritchard
Thanks:
  • Tom "Pengiun" Anon
  • Frazer "Midget31394" Grant
E-mail: Here
Version: Alpha 3
Download: Link

Changelog:

14th July 2010: Alpha 3.

  • Major gameplay overhaul.
  • Track re-layout.
  • Added/removed a lot of things.
  • Other small bug fixes.
 

Gerbil

aa
Feb 6, 2009
573
846
I don't know if it was the unbalanced teams, but after a team took mid it was pretty impossible to go push your own cart. Apart from that, it played pretty good. Nice job!
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
This is the version I've enjoyed the most so far, I think the ending is just right. It's hard but can be won. I'd like to see more combat going on down the middle area though, don't know what but it still seems as if there is a useless pushing to begin with until you get past the rocks. I dunno if it was the teams or not but it does seem pretty hard to push out. A way of remedying this would probably be making one of the doors to mid one way, or something so that they can get out, but attackers cant use it/camp it to hold them back. I dunno, just my thoughts.
 

Drexer

L2: Junior Member
Jun 23, 2009
66
42
Gah, I have to say I despise this new version of the map.

While before it was not perfect, the fact that the tracks converged into the middle allowed the battle to be focused on that area with various access ways. Except for the fact that I would have liked for a bit longer path after the ramps, it was great only needing some minor tweaking.

This though, is horrible. The cart is in a position from where the attackers only need to be on the lookout in one direction and where spawn camping is almost a unconscious reflection(independently of Tech being currently playing or not). On that same note, while before the pathways provided various paths from the attackers towards the middle, in reverse they server as a funnel towards the spawns, taking all the possibility of a comeback from the weaker team.

PS: I did however, like the fact that you removed the rocket. I hate that rocket.
 
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