Talari Canyon

Furex

L4: Comfortable Member
May 30, 2009
151
34
Talari Canyon is a payload race map with a twist:
The objective is to run your cart into the back of the enemies cart!

One hit equals one point and the cart goes back to starting positions again. Its small, its fast and it takes three points to win.



TO DO:
-A trigger hurt at the front and back of the cart, only active when the carts goes to startposition in superspeed ;)


Feedback on the carts/payload mechanism is appreciated! Ive tried to test it by myself as good as I can and cant find some critical errors, tell me if you find some.


Thanks to:
- Void (Textures)
- Everyone at TF2Maps.net
 
Last edited:

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
might as well call it plr_orange_x.

Serioisly, SO ORANGE.

Oh and it looks like you took the concept of plr_rattlesnake.
 

Furex

L4: Comfortable Member
May 30, 2009
151
34
might as well call it plr_orange_x.

Serioisly, SO ORANGE.

Oh and it looks like you took the concept of plr_rattlesnake.

Yeah think i have to make it less orange, its a bit too much.

Never heard about rattlesnake before but now when I looked in to it, the concept is the same.
Found another map with the same concept in rattlesnakes thread: pl_snaketemple_a8

However I never heard about any of them before and they both seems abandoned.

Thanks for commenting :D
 

xzzy

aa
Jan 30, 2010
815
531
I would love to see a map with this concept work, I started making one of my own at one point, but it's got some tough problems.

Teams need the map to force them into conflicts. One problem I've been seeing with payload race maps is that two carts splits the attention of the teams.. they have to divide the force to do attacking and defending. 5 point CP maps avoid splitting forces by making teams to go through each other to win the round. Payload accomplishes this by making the cart the focal point. PLR (when done right) uses the rollback zones.

But a circular plr? The carts only function as a focal point when one team is about to win.

I'm not trying to discourage you from making the map.. just giving you some things to think about. Solve this problem and you'll do what I couldn't. :)
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Please please please for the love of god disable shadows on the tracks.

Oh and it looks like you took the concept of plr_rattlesnake.

I took it from snaketemple and then simplified it.
 

Firest0rm

L4: Comfortable Member
Sep 27, 2009
171
33
xzzy is right, plr already splits up the teams quite a bit, and this magnifies that quite a bit, because the carts constantly move away from each other, and if both teams are good then the carts should be fairly far apart.

Another problem will definitely be the spawn areas. When a team pushes a cart near to the enemy's spawn, their cart will be slowed down quite a bit, and players exiting the spawn could die a lot sooner than usual.
 

Exist

L6: Sharp Member
Oct 31, 2009
306
136
If your worried about people dieing quickly when the bomb gets close to spawns, make the team's cart who is close to the spawn change to a further away spawn (using a check point of course).
 

Furex

L4: Comfortable Member
May 30, 2009
151
34
thanks everyone for the feedback, ive submited it for the gameday on wednesday to see how it plays.

The map is fairly small so I dont know how it will split the teams.

Got two options for the cart to close to spawn problem:
1. the cart goes faster on enemy territory
2. Exist's suggestion about another spawn, further away

which one do you think will be best?
 

Snacks

TODO: Clever title
Oct 15, 2009
121
123
a1:

It's really easy to get stuck inside your cart.
There is a spotlight model inside the cart that pops out after a cart resets and bounces around on the cart model.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Once the BLU cart is in RED territoy and the RED cart is in the BLU territory, the map became pretty stalematey. It also took like 15 minutes until 1 team finally reached the other cart with its cart.

Oh and don't forgot to make it less orange, I couldn't see the grenades from RED. :p
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
At one point a blu soldier was pushing our red cart around at a rather accelerated pace.. might want to look in to that.
Also please not so orange D ;
 

Furex

L4: Comfortable Member
May 30, 2009
151
34
Its alive!! :D

Alpha 2 - released 15/07/10
  • Remade the spawn section and moved them farther away
  • Changed the environment settings
  • Added some awesome new props
  • Made a couple of displacements
  • Added areaportals in a few places
  • Filtered cart pushzones


Which one do you think is best to make it less stalematey:
-the cart goes faster on enemy territory
-15 second rollback timer


Its still easy to get stuck in the cart, anyone have an idea why?
 

cyked

L3: Member
Dec 18, 2009
132
89
Havent looked at it yet but I think it needs a name change. Talari Canyon is too similar to Thunder Canyon
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Might I suggest "plr_roundabout" as a new name?

Also, way too orange.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
I actually like the lighting, huh.

May I suggest giving the map some hills? For example, at the beginning of enemy territory is a hill with rollforward, which launches the kart forward a bit, allowing you to get through the territory faster, and maybe even send the kart flying into the enemy payload.