PLR Atoll

LeSwordfish

semi-trained quasi-professional
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Aug 8, 2010
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plr_atoll_b1
By Tom "LeSwordfish" Field​
Payload Race map, set on a tropical island and some kind of nuclear testing faculty. Carts run alongside each other for most of the map, before splitting up for a pair of choke points, and rejoining over one of those big dumb death pits I'm so keen on.

Currently in b1 for contest release. Layout is largely final, detail is 40% complete.

Custom Content:
Construction pack (Overlays, netting texture, flatbed and truck props, plus crane)
Bulletcrops (mostly Maritime) pack
Rexy's Forklift
Void/Rexy Computer screens.
 
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Harribo

aa
Nov 1, 2009
871
851
just been testing the map for Gameday and really like it. Couple issues, if your still pushing the cart from when it hits the dynamic element and stay there until it's finished you don't move the cart until you've stepped away from cart and restarted pushing it, also there seems no logical reason why the cart pieces are facing the other way to begin with as there is no room for another track route ahead being that big glass window is there.

And a couple suggestions, some larger variations in height would be nice, not that there isn't any but it's only the any significant height where the cart is down on the sand vs the boat dock and the middle area by the end point which is connected to the elevator shaft. My other suggestion is moving that walkway that goes over the cart at the start a bit, I always think of it as a rule of thumb that the cart should always be able to be pushed while being stood on, I cant think of any official maps that don't follow that rule.
 
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Strange Pro

L1: Registered
Jan 22, 2012
2
1
i like the map but imma tested it out and look Sexy ;D
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
there seems no logical reason why the cart pieces are facing the other way to begin with as there is no room for another track route ahead being that big glass window is there.

they should just point the other way initially, so the cart tracks connect in U shape and then turntable makes the carts go their separate ways instead of into each other :D
 

LeSwordfish

semi-trained quasi-professional
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Aug 8, 2010
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they should just point the other way initially, so the cart tracks connect in U shape and then turntable makes the carts go their separate ways instead of into each other :D

Yah, that's what i was thinking.

i like the map but imma tested it out and look Sexy ;D

Cheers! It's amazing what throwing a light_environment in can do.

Couple issues, if your still pushing the cart from when it hits the dynamic element and stay there until it's finished you don't move the cart until you've stepped away from cart and restarted pushing it,

And a couple suggestions, some larger variations in height would be nice, not that there isn't any but it's only the any significant height where the cart is down on the sand vs the boat dock and the middle area by the end point which is connected to the elevator shaft. My other suggestion is moving that walkway that goes over the cart at the start a bit, I always think of it as a rule of thumb that the cart should always be able to be pushed while being stood on, I cant think of any official maps that don't follow that rule.

Hmmm... the first bug can probably be fixed by disabling and reenabling the pushzone (or that's worth a shot, at least). As for the height differences, i'll have to think about that one. I might put a second floor in the boathouse- it's that or allowing access to the roof, which is simpler and better-looking but opens up a whole load of sniper issues.

Wondering where the atoll comes into it. You got any sketches of the overall layout?

The atoll was gonna be in the skybox around the start of the map. My solution to the age-old "3D skybox water and level water never sync up" problem.

A1a perhaps today or tomorrow, fixing turntable bugs and oddities, and little stuff like that. Also, while I remember, Spectator cams (oops) and stuff like that.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
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Eeeh, that problem is DX related. If you've got your settings set to max that isn't a problem, your water reflections will sync. Of course the problem is the vast majority of players wont be running gaming rigs in order to do that and will get a shoddy game aesthetic experience, so i can appreciate that.
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
4,694
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When I saw the pair of turntables, my first thought was to have them feature straight tracks facing the approaching cart and then have them turn to face the way the cart needs to go — justifying the turntables being there (sort of) and also forcing the other team to wait for them to turn back before they can push their own cart onto them — unless their cart has already partially slid onto their turntable, which prevents both from turning until it's rolled back off or all the way on.

Huh. When I actually say it, it sounds so much more complicated.
 

LeSwordfish

semi-trained quasi-professional
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Aug 8, 2010
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I wanted to stick with simplicity. The turntables are designed to slow the winning team more than the losers, to avoid the issue with plr maps where one team steamrolls ahead of the other, an incredibly minor issue compared to that of stalemating, which oh god i am only going to make things worse i need to do some rethinking.

A1a out, includes:
  • Carts now theoretically work better with the turntable.
  • Turntable no longer so inexplicable.
  • Darkened the glass in the windows.
  • Added cursory spectator cams.
  • Removed the cap point holograms at the end.

http://dl.dropbox.com/u/13673854/atoll/plr_atoll_a1a.bsp.bz2
 

LeSwordfish

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Aug 8, 2010
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Yeah.

I sort of have an idea to fix it, and another problem. The trade-off is massively increasing walk-times near the start- though it does decrease them near the end, and goes some way to make the main room less spammy by not having both teams deploy directly onto it. I'll post a edited overview later.
 

LeSwordfish

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Aug 8, 2010
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funny-science-news-experiments-memes-dog-science-fuzzy-logic.jpg


a2.png


Also, the spawn has been moved back, adding a bit more space between the start and spawn, and this main room here and spawn.
 

LeSwordfish

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Aug 8, 2010
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Anyway, finally getting around to analysing test feedback.

Walk time is too long.
Is it really? I've tested it myself. To the center of the map, the furthest point from a spawn, its 15 seconds maximum. As soldier. It's more than double that to Granary's mid. I'll admit, were it not that this feedback comes from a reliable source, i'd discard it outright. But... Ugh.

Mid spawn exit is confusing.
Yeah, i noticed that, before the test, i just ignored it in the hope that a solution would come up.

Needs a spawn exit to the middle of the map
10.png

Maybe i just did it wrong before... but that sucked. That REALLY sucked. I hate it- in retrospet i can't think of a more shit thing i've done. Players were spawning on top of each other. It was piss-easy to camp. Walk time to the mid exit was longer than it would have been, it was further from any important point, it was harder to camp, and it STILL turned into a spammy messy dogpile.

Ending isn't any good
Part of this is that since the alternate routes are a way away and in the other direction, once the carts reach the end, both teams just push back and forth along the end path fruitlessly. Maybe that'll fix itself once players learn the map, but i'm loath to rely on that. Luckily there's plenty of space to make the ending less dull, so i'll do something to that end. Maybe open up the other control rooms at the top and create a raised alternate route around the back. Or add a ramp into the already open control room.
 

LeSwordfish

semi-trained quasi-professional
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Aug 8, 2010
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http://dl.dropbox.com/u/13673854/atoll/plr_atoll_a3.bsp.bz2

A3 Released

Includes:
Augumented ending, with additional routes.
Slight reduction in health.
WIP detail outside blu spawn.
Made exit from spawn clearer. It's still shite, but you can see it doesn't go anywhere.
Put ropes holding up the boats, now will you stop asking about it.

Pictures:

150B55908588E477FE79AAEDF0D8D0A831255690

4A0B8E721C2F91DEEC52DFC4DF7B7DC25F6DA3A2

36463389B0EA6507E4F2EA1331838DF3DA05EAE1


Notes to self: chimneys, paint, notice.
 
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Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
I played this map on gameday.

- First area is really spammy, the first part of the track is in narrow path and demomen can spam the cart, usually killing people pushing the cart, there was also lack of any proper flanking routes at turntable and first area, you always had to go trough entire spamfest at first area to have any chance flanking enemies.

- Turntables could be tad faster.

- Spawns are really easy to camp.

- The second area past turntables could be bit smaller.