pl_deconstruct

Lyzak

L2: Junior Member
Aug 17, 2010
75
1
pl_deconstruct, version Alpha3. More to come later on... for now it needs TESTING!
Get as much feedback in as you can, it's getting overhauled!
 
Last edited:

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
i'll download and try this as soon as i get home, but disable the shadows on those tracks.

Some of those screenshots seem dark, but screenshots can be misleading, so i'll ignore that.

And put something under the track in that second screenshot, it looks odd. (and it means you can disble track collisions)
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
picture 3 looks like one HELL of a chokepoint. Progressive difficulty is one thing, but that looks like red will lock it down far too easily. One narrow route, a sentry spot, med ammo and a height advantage? At LEAST downgrade that ammo, so sentrys are less viable. Or, switch the hight advantage around so blu have it, or allow them to access it.
 

Lyzak

L2: Junior Member
Aug 17, 2010
75
1
Quick note, tracks don't even have collisions. I added a playerclip under the track segments that were suspended over the chasm so that players could "walk" across them.

Yea, I'll disable shadows when I upgrade to alpha4. And I know that point 3 needs a rework, too... but I want to get in a bit more testing there before I decide how.
 
Sep 1, 2009
573
323
1. The holes in this little corner really annoyed me as I kept falling in them and dieing.
pl_deconstruct_a30008.jpg


2. I am seeing some big senrty spot..lots of them and alot of choke points. Maybe add some flanking routes?
pl_deconstruct_a30004.jpg


3. If there was people on this map I would be one happy pyro.

pl_deconstruct_a30005.jpg


4. I kinda got this high on the last point. I coulkd so rain down spam onto those below especially with the blackbox
pl_deconstruct_a30011.jpg


5. I look forward to future developments
 

Snacks

TODO: Clever title
Oct 15, 2009
121
123
Particularly for red, spawns were confusing. The forward spawns didn't have signs so people tended to go the wrong way. The final spawns and final cap area was also confusing to navigate.
 

Wilson

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

- Way too many chokepoints with no flank routes past Red.
- Too many deathpits with no anything to prevent players falling down easily.
- The deathpit after 2nd cap where track goes over it is really awful for attacking team.
- Last point has too much ammo and health to support engy turtling.
- The start area is quite open.
 

Da_Man

L4: Comfortable Member
Aug 23, 2009
173
39
A couple of the spawn doors didn't work for red. The choke points were always killer, particularly the one just before the 2nd point.

And for the love of god, playerclip the gaps over he deathpits. I fell like 20 times into those and was really pissing me off.
 
Nov 14, 2009
1,257
378
Fix for deathpits, if you want to keept them: Add railings. Then people won't be knockbacked into them.
 

Lyzak

L2: Junior Member
Aug 17, 2010
75
1
None of the spawndoors "didnt work" actually. ONE of them disabled after the capture of point 2.
Pits are intentional, although, as I am reworking the entire map as we speak, I intend on making the areas bigger. That should prevent a lot of needless pitfalls.
 

REEJ

L420: High Member
Aug 26, 2010
437
176
I would disable shadows for all the tracks if I were you.
Map looks interesting in general
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
jesus the track shadows make me cringe..
 
Apr 19, 2009
4,460
1,722
I am going to be honest with you, the map is nearly un-salvageable. Its small with little flank routes and the death pits are far more annoying then normal. Your really better off taking the map back to the drawing board with what you know now as a baseline.
 

Lyzak

L2: Junior Member
Aug 17, 2010
75
1
Well I personally hate the way you word it... but yes, that is generally how alphas work for me:

alpha1 (or base) is the general blockout
alpha2 (the REAL alpha) is usually a total remake of 1, carrying over ideas that worked (let's be honest, the last point worked pretty well in general, with a few things needing changes) and reworking everything that didnt.
Beta
RC
Final

Anyways, I do intend to make the map larger, and with that, lower the abuse of death pits (low fences too). Flank routes are being drawn as I type, literally. You can (I hope) look forwards to ~4 attack points for the last point, some more catwalks, and more accessible buildings around cp3. Adding a window route for point 2, unsure as to what else I can add there, but I'm still thinking.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
I think you made a dustbowl style CP map before this one? It may sound hard but get back working on that, it was way better and I liked it a lot. D: