[WIP] pl_valley (tentative name)

Lord Ned

L420: High Member
Feb 11, 2008
421
174
Nice, you can log out.

Ps. It's a banme post, give him an ip ban too. ^.^
 

drp

aa
Oct 25, 2007
2,273
2,628
Thanks for the ban, really appreciate it...

Ban this account to, i dont really mind, as you dont really care, or need me.

Peace



making more 'AE' accounts will result in IP ban.
wait out your ban, learn your lesson. no hard feelings.
this site doesnt not tolerate trolling or bad fellowship.

i try and be extra lenient with the members, but the ban hammer has to come down at some point.
 

necro

L3: Member
Mar 24, 2008
106
13
OK, playtest was really helpful. Not a whole lotta suggestions in game, but seeing a real game in action was invaluable. These are my major issues I think:

- Optimization! People were bitching bout framerates. I usually dont dip below 90 fps on my map, when in badlands, some spots dip below 60. So I thought it was alright, but I'll do some more tweaking.

- Snipers! Way, WAY too sniper friendly. As much as I hate to do it, the cliffs around the water towers need to be made inaccessible. I was thinking it'd be a good teleporter location, but screw it.

- Speaking of teleporters, they seem kinda useless since you're right in the heat of action after spawning. Not sure what I should do bout that, if anything.

- I still dunno why the cart jerks u around when you're behind it.

- I also dunno why the map always changes mid-round. I thought I told it to wait til all the mini-rounds are completed.
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
A couple of small things:

pic#1: this door doesn't raise or lower. It just disappears when you get close.

pic#2: rope going through floor, consider raising model.


I really, really like this map. With a bit of tweaking to take away from it being a sniper heaven, it can be very good. I think your ammo and health may be a bit too close together at the "doors" for the setup point. A smart scout can run in circles constantly refilling his health/ammo.

I also like what you are trying with the textures. You're not there yet, but it definetly does NOT look realistic. You are on the right track my friend! Great change of pace and the cart is brilliant!
 
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necro

L3: Member
Mar 24, 2008
106
13
thanks guys. Added to the to-do list.

BTW, what do you all think. Leave it pl_Valley or change to pl_ravine? Or is there a better name?
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
1. You can shoot through the cart, as Roden said.
2. Overlapping brushes at the top here:
pl_ravine_test010006.jpg

3.Snipers

I wouldn't restrict access to those tree areas, it was fun going up there. I had a really good sniper battle with someone, though we never used the rifles. Maybe just make some part of the track covered (like 2fort bridge covered)?

Was a fun map, and looks pretty, even if it doesn't jive with TF2. Hopefully you're able to get some kind of Hud set up.
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Wow !! 11 pages of opinion!!

Necro - looks nice mate - once I pull myself away from C2Arms, I will deffo have a looksee.

I personally prefer the Tf2 theme and just wish we had more of a prop library to pick from...

That said, I can also see you have put in some hard work here and it looks very nice.

By posting in this forum, you have allowed peeps to give their opinion - and thats good - from all of the replies, you will find a clutch that will really come in handy - you will also recognise the really helpful peeps - some of whom (and you know who you are!) have helped me no end!!

Keep up the good work mate!
Regards,
Nosh.
 

necro

L3: Member
Mar 24, 2008
106
13
OK, a second test version is done and running on my server. Couldnt solve the HUD issue, but I did put a series of text notifications and a siren near the end. I'll probably try a few more tricks, but for now the center area is done. I do still need to flesh out the detail work, especially around the blue mineshaft.

But this is a very playable version. Hopefully by the next playtest I'll have the second stages in place (inside the mineshafts).

Oh, and I'll probably leave it named valley, unless anyone has a better suggestion.

Server: 206.251.75.196:27015
 

necro

L3: Member
Mar 24, 2008
106
13
oops, just realized pakrat grabbed a wrong texture. I really did not intend for the snow on the ground to be yellow : P
 

Juice

L4: Comfortable Member
Feb 17, 2008
176
8
Gave it a run, its amazing with all the texutres. One thing you need to do is edit the ice so you slide on it!
 

BanditBBS

L1: Registered
May 11, 2008
1
0
I put pl_valley_test02 on my server which was full with 24 players. I did a vote to see who liked it, 24 yes votes were cast :) When the map timer ran out though nothing happened, so I tried to issue the suddendeath command and it crashed my server. Other then that, one hell of a map!!!
 

00000000000000000000000

L4: Comfortable Member
Jul 9, 2008
175
23
OMFG What is wrong with some of you people. He used the cutout filter on the textures, there not realistic take a closer look! How doesn't it fit the TF2 style there cartoony they dont have tonnes of detail in them. Are you suggesting he makes a map that is the same as everyone else's? So it just has the default desert textures? How can you say all of this just because he's making the textures different from all your maps? Your all making a big deal out of nothing just pay attention to the layout and the gameplay, not the textures because they are fine. Your map looks fantastic don't let everyone make you change your textures, I can't wait to play it.
 
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Laz

L420: High Member
Jul 5, 2008
461
35
although taking a bit of a jump and risk here, I think the maps looks quite ok. it might start looking a bit like cartoon characters in a real world, but movies like that have been made (Space Jam, etc) and they turned out ok.

you took the "custom" concept and made it your own.

also its a nice and simple map,

only thing Im a bit scared off would be the performance.

good job :)