Dynamic

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
Dynamic.png


Anyway, this map was named pl_selector, and it promptly died shortly after starting, due to A) Lazyness and B) Uni. anyway, the summer holidays are here and a friend of mine wanted to use some of my unfinished maps, he really liked this one and i felt mildly motivated to do some more work on it, so i assisted him with it. the biggest change between selector and Dynamic is the final point. we aim to get a full server testing soonish so that we can see what flaws there are and how balanced it is. we are currently debating weither we should change split 3.

anyway, enjoy. the main known bug atm is the hud, not showing the final cap. it however, does work correctly.

Enjoy.

NB: Thanks to Acumen for the drill model




EDIT: For those who are not familiar with Selector, the map was a payload map, with sections of track which split, giving either team the ability to choose the route they wanted to go on.
 
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Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
I feel like your team could grief you by choosing the harder path.
 
Mar 23, 2010
1,872
1,696
I feel like your team could grief you by choosing the harder path.

this. cool concept though, but way too prone to griefing. would love to try it out still.
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206

Ninjilla

L420: High Member
Sep 13, 2008
445
116
Shouldnt both paths be of equal difficulty? Or else there would be no use to choosing :/
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
Shouldnt both paths be of equal difficulty? Or else there would be no use to choosing :/

i attempted to make them as balanced as possible, although, i have not been able to test on a full server yet.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
PROBLEMS

- Massive bottlenecks that are easy to lock down with engineers and some heavies.
- Really big sightlines.
- Really long walking distances.
- Real FPS killer.
- The track choices are not really that major, it is all the same what track you use, you end up on same bottleneck.
- You can't go back to red's spawn.

Also that engineer is a bloody spy, no engineer was so happy after playing pl_dynamic!
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
Interesting idea, not sure if it has actualy been completed in a map yet (I know people have started these sort of maps but never finished)

Anyway, firstly:
pl_dynamic_a1a0002.jpg

Huge sightlines around most of the points, this one in particlular though when the cart travels along that route.

pl_dynamic_a1a0003.jpg

You can still RJ up here, collect the small health kit and then have full health after BLU cap the first point. You can also spawncamp from here as BLU.

The first point was cappable but could do with more routes leading past it due to the sightlines and the engies able to build in the room to the right and pretty much stop the cart getting any further.

BLU need a forward spawn after cap 2 as well. It's incredibly difficult to push anywhere past cap 2 and having to walk a long way from BLU spawn just to die is annoying.

I'm still looking forward to hopefully seeing a complete and working alternative path payload map..
 

gastrop0d

L3: Member
Apr 22, 2009
110
33
What Wankhouse said. The whole appeal of being able to choose your path is you can bypass things. The tracks always meet back at the same points, and therefore the same chokes, so it doesn't make that much difference.

Most areas could be scaled down to about 1/3 of their area (not dimension, area) and they would work much better, I imagine.