PLR Jackal

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
The release of my 72hrmap. plr_jackal is a payload race map where the carts are constantly climbing, circling round each other and out of an archelogical dig, up past what might be the stupidest Deathpit ever; there's a lot of competition.

Linked map is still plr_leswordfish, i havent yet got around to doing anything else. The downloadable version is the contest map though.

Uses Earkham's egypt teamcolour textures, and some construction pack stuff.
 
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Turbo Lover

Fight me under Glasgow Central Station
aa
Feb 15, 2011
333
344
It needs something that automatically sends Wilson to the timeout room for camping deathpits.

I think you should remove the setup time, it just feels pointless. I'm quite fond of the deathpits myself, except when a Pyro is camping the corner of one (Wilson, I'm looking at you).
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
Floating cart...AWAY!

Seriously it's the best part of the map, it leaves everyone on a positive note. Even the losing team. Everyone is happy.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
So my list of stuff to fix is:

1) Carts should be more obvious at round start.
2) Carts should also start in one teams "Safe Zone", at the moment they are too neutral.
3) Make some room for carts to be further forward if teams have won previous rounds. If there are previous rounds. I may expand it, or not.

These can all be solved by briging the cart start up and back from its current position, to in front of the spawns.

4) Deathpit is kinda popular but also not.

I'll probably remove it- loads of people have said they enjoyed it, but i'll probably stick with the recieved wisdom of bad instadeath, and swap it out for simply a deep pit with routes up in the sides. Maybe move the health into it.

5) Map is too good for soldiers.

Easy-ish, just expand the indoor areas. i could add an extra route to the top of the scaffold, but i dont want to. Plus, the space needed to create it at a decent slope would ensure it looked sucky.

6) The two indoor areas with the stairs in are too cramped.

Erm. Not sure what to do about this one, actually. Suggestions very much appreciated. Simply making them bigger is tricky.

7) Players leaving spawn head toward the deathpit and scaffold side more than the building one like i want.

I could just rotate the spawn by 90 degrees, but that would make the deathpit side too unclear. It's also not compatible with my ideas for the cart.

Any help/advice is as always, welcomed. Or not. I dont mind using this thread as a braindump if you dont.
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
it aint my fault youre so easy to manipulate

also, regarding 4) - swap it out for simply a deep pit with routes up in the sides - dont do that. i had that in early versions of namicott and everyone hated it. people would rather die than climb out of the canyon. literally.
 
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LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
it aint my fault youre so easy to manipulate

also, regarding 4) - swap it out for simply a deep pit with routes up in the sides - dont do that. i had that in early versions of namicott and everyone hated it. people would rather die than climb out of the canyon. literally.

It aint so deep as namicott. I'm not even sure if you take fall-damage.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
Deathpit's gone.

images