pl_switch - Choose your way!

DasMatze

L2: Junior Member
May 17, 2008
87
31
pl_switch(back) - Choose your way!

Hello!

This map called pl_switch is not a simple payload map. It has something special. It has switches. You can change the way of the bomb with standing in an area to change the route. You need to stand there at least 5 seconds.

There are three CPs to capture for the blue team. [totally crazy idea]When the cart reached the third cp the weapons will be disabled, you get the message "RUN!" and you must run back to the blue base while the cart explodes and causes a chain reaction (explosive barrels). That's just for fun.:laugh:[/totally crazy idea]

The basic structure is done. Now comes the details.

Overview:


The blue spawn:
ymqrvbKG.jpg


The third red spawn:
lKKrHMp.jpg


CP3:
ZcHuJWaD.jpg


Switch #1:
wxQCV4au.jpg


Switch #2:
pwbNRjgp.jpg


A dam:
npee4Wz1.jpg


The warehouse in the middle of the map:
Zhl1GxHy.jpg


The bomb-loading-station (animated scenery):

(Click pic to watch video)
BTW: The bomb-skin is from me ;) )

Nothing's is completly finished yet.

DasMatze
 
Last edited:

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
That animated scenery looks amazing, awesome work.
 

Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
Great seeing lots of payload maps coming up.

I'm going to have a switch in my map too, however there are a few problems, the team_train_watcher is not to happy with changing paths. There are ways around it though.
 

DasMatze

L2: Junior Member
May 17, 2008
87
31
Thank you!

@Spacemonkeynz: If both paths have the same length, the train_watcher won't be a problem.

Not much new:
More details here:
2agWblHw.jpg

A third exit:
pxB6CDk4.jpg

RDnqZ1jZ.jpg

tqIVv3AL.jpg

The default No-Entry-texture was too boring in my opinion: ^^
2uLdSfsl.jpg

iNZQVJSl.jpg


DasMatze
 

necro

L3: Member
Mar 24, 2008
106
13
Good work so far dood. Have you been able to get the switching tracks to work? I'm planning the same idea for the 2nd stage of my map, but I'm debating on how best to trigger the switch. Is your idea of standing still for 5 secs clear to the players?
 

DasMatze

L2: Junior Member
May 17, 2008
87
31
Thank you. Yes, the system works fine. You can make it user controlled as well as random.

I think the buildings on the last pic doesn't fit so I have redone them with a mining theme:
dyZkLAHW.jpg

hGR4R0SR.jpg

(Yes, I noticed that the rock has a different lighting)
5ySKSKmH.jpg


I'm also not sure about the name. What do you like more? pl_switch or pl_switchback?

DasMatze
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
There is already a map called cp_switchback, I'd stick with switch, its a good name anyway.
Its looking good :thumbup1: The lighting in the last pic is a little bit overbright at the source
Get an info_lighting in to sort out that rock's lighting and the capture point visible, I think it would be better if you turn off shadows for the base section.
 

kaplan

L1: Registered
Mar 29, 2008
21
2
I would say stick with pl_switch for the same reasons stated.

I can't wait to try out your map. Any ideas on when you plan on releasing it to the public?
 

DasMatze

L2: Junior Member
May 17, 2008
87
31
Ok, pl_switch. @Youme: The light is fixed. But why should I turn off the shadows of the control point base? Sometimes I like these dynamic shadows more than the rendered ones.

I have no new pics but a video:
[ame="http://www.youtube.com/watch?v=X_sPto9F0eg"]YouTube - pl_switch current state[/ame]
Watch @ Vimeo in 1280x960!

In the last pics I changed the sky from gravelpit to hydro. Now I use the light_env settings of hydro too. The shadow are rotated about 180°. I'm not sure wether it looks better.

Oh, and you will love it because of the following "features":
7. hidden rooms
8. breakable walls
10. Displacements not displaced enough.
11. Over use of the sign overlays; farm, mining, and other signs in the same map? A map should really follow one theme. Is it a farm? Is it a mine? Is it a factory?
22. Maps which completely unbalance classes. (sniper-only maps, maps with all tight hallways for pyros)
26. Invisible walls
27. Breakable glass
32: Displacements that don't sew/match up.
(I already aligned the texture of the sloped sniper-safety-wall, so the point with the horizontal/vertical textures on sloped brushes isn't in the list.

I also have also a guilty conscience because of all the dead kittens. :( ... I'll work on it.

DasMatze
 
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YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Well the video is pretty awesome, the concept rocks but it looks like the first path is going to be hugely more fun to play than the second which seems much more like its just narrow corridors. Since the second route is mainly dev textures perhaps you could snake it over the first route a bit?
Doors need to open sooner and faster, you should NEVER have to wait for a door to open its just so rediculously un-fun. (also, you should note that none of the valve doors open slow enough to slow you down if you run straight at them)

I'm not sure what to make of your list of bad mapping clichés... Hope its a joke!
 

DasMatze

L2: Junior Member
May 17, 2008
87
31
Doors need to open sooner and faster, you should NEVER have to wait for a door to open its just so rediculously un-fun. (also, you should note that none of the valve doors open slow enough to slow you down if you run straight at them)
Ok, I can do that with trigger_multiple entitys. But how do I do that at the respawnrooms? The respawnroom visualizer keeps the other team away from open the door, because they cant touch it. Is there any way to open the doors without touching them?

DasMatze
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Yeah, trigger multiple, when you enter it tell it to use the open animation. Use a filter to check for the player's team.
Load up cp_game_entities from your mapsrc folder and take a look at how they do the doors in there.
The doors should never close whilst someone is standing in the trigger area, this causes major problems, make sure delay before reset on the door itself is set to -1 and trigger it's closing OnEndTouchAll rather than OnEndTouch.