Angkor

PL Angkor RC2

koth

L1: Registered
Jul 23, 2010
17
4
i love the old indian (asia) styling of the map (thats just what it looks like to me). can't wait to play it
 

squintik

L2: Junior Member
Sep 9, 2009
57
35
Pl_Angkor_a4

Hi everyone !

So, after 6 months (yeah, I don't have so much time to work on this ...), I finally have another alpha version (A4) ready to be tested :)



Round A is pretty much the same (although I did some optimization, changed a few details and fixed some bugs), but rounds B and C have been totally reworked (while still keeping the same global idea with CP to let the cart progress, and still the same theme obsviously).

Hopefully, there won't be too much things to change/fix concerning the gameplay and I'll now be able to focus on the visuals (I still need to create a few props, refine placeholder ones, make some new textures, do a lot of detail work, work on the 3D skybox, etc...)
 

Duke Silas

L1: Registered
Jan 29, 2011
40
24
Great looking map from your screen shots. I really like the Angkor theme.

I don't know if these can be of help but feel free to use any image you need in the link below. There are plenty of pictures of Angkor in there including Ta Prohm which is what your map looks a bit like. I suppose you could use some of them for detail overlays or textures?

http://www.flickr.com/photos/35464002@N08/sets/72157625688528271/
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
great theme, was fun on gameday. We did cap the first round, I didn't stay the entire second.

Some cool effects with the gates.

Main complaint is that the side rooms are just too dark, could barely see blu players when trying to defend.

And you deffinately need a non-snowcapped mountain if you're going to have a mountain in the skybox.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
Dude! Awesome!

I left !fb where it was appropriate, you know how to get the results from that, right?

Lots of rooms were way too dark, and the clippling needed polishing generally.

My main issue is that defending the final point, red had only one route to 3-2. This meant that that corridor was almost impossible to defend, and easy to attack.
 

squintik

L2: Junior Member
Sep 9, 2009
57
35
Thanks for the playtest and the feedbacks !

Concerning the dark rooms, they're not so dark on my screen, but I'll tweak this so that it's easy for everyone to make the difference between blu and red.
(some clipping issues were known, it's alpha after all ... same for statues that don't look like a nice prop, there's a lot of placeholder things that will get fixed soon).

For the corridor, I guess you mean the one after CP in last stage ?
There's another path nearly every class can take (but the jump is not so easy, I'll see what I can do).

Other than that, I'll probably try having some rollback zones (I already tried it, but as it's not officially supported in classic payload, it was not working so nicely ...), and perhaps add an intermediate spawn for round C (not sure about this as I generally don't like intermediate spawns in maps)
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
574
Did you see my headshot jeez louise that's one for the frag movie

Anyway it was very fun, though the last area seemed a massive grind (huge uphill section). The theme looks wonderful.

edit: also it's not hard to switch over to the new payload logic. Also I wouldn't like to see a rollback on the last area (but other areas might work). Maybe break it up into segments.
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
This is staggeringly awesome. There are so many good ideas here I don't know where to begin. You have to finish this OR ELSE
 

squintik

L2: Junior Member
Sep 9, 2009
57
35
Finally got some time to finish a first beta version with some rework on the layout and the detailling of the whole map. (and adding/tweaking sound, lighting, fog, etc...)
I still have some things to tweak (mainly the skybox and some textures) but it should be nearly final (hopefully ...).

Feel free to post some feedbacks ! (I'll try to have it played at a gameday session soon)

Link to the map : pl_angkor_b1

(see first page for screenshots of the new version)
 
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C00Kies

L3: Member
Sep 20, 2009
132
58
Looks really nice, I like the plane model :thumbup:

edit. Just played it, i love the theme and concept. Id like to see how the cp's effect the game play
 
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LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
This map still has a lot of issues. I left as much feedback as possible, but the main issues from the last version i played persist.

-its way too dark. Almost every room is too dark- there are some places i couldnt see people much, and some that were pitch-black.
- Both the last two stages have massive sightlines down the track, and spammable chokepoints.
 

Username

L2: Junior Member
Aug 26, 2008
96
61
Torches. Torches everywhere. I want this map to be a bigger fire hazard than Texas on the 4th of July. Put them in nooks, crannies, tunnels, overhangs, chambers, caves, crevasses, rooms, archways, shadows, shade, windows, pits, traps, corridors, hallways, spawns, houses, shacks, shanties, catacombs, debris, detritus, details, gates, hollows, alcoves, blind corners, caverns, doorways, enclosures, frames, gantries, hideaways, interiors, juxtapositions, keeps, lobbies, murder holes, niches, openings, pillars, quick drops, recesses, slopes, transitions, underpasses, vacancies, x-roads, your map, and zoos. Torches EVERYWHERE.


Oh, and don't forget to light some of them.
 

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
-its way too dark. Almost every room is too dark- there are some places i couldnt see people much, and some that were pitch-black.
- Both the last two stages have massive sightlines down the track, and spammable chokepoints.

I think this sums up about everything I have to say on the matter.
It was HORRENDOUSLY dark, did you even try placing lights inside the buildings? Also ramp up your light_environment's ambient lighting number to at least 450.

And yeah, the sightline on stage 2 was so long and huge, I don't know how we managed to cap it. As for the third stage, it was all going well until that hugeass hill with chokepoints for blue at the top and bottom. It was nigh impossible to get through, i'm surprised we managed to push the cart up that hill even once, let alone twice.
I'd like to say that natural cart rollback + hills are a very bad idea, unless there is a lock or cap at the top of the hill to stop the cart rolling back down it.
As for the hill, you could probably cut about 1/2 off the vertical height of it and bring the rest of the level down, provide some more paths around it sheltered for blue, and then have more than one way through to the last point than that single doorway for the cart.
 

Username

L2: Junior Member
Aug 26, 2008
96
61