Clifftop

PL Clifftop b3

Boylee

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Apr 29, 2008
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Took me a while...

07/02/2012 - A5 released
+ redesigned layout of cp4
+ reinstated alternate red spawn at cp4
+ condensed flank leading up to cp4
+ adjusted track run-up to cp3
+ added respawn visualizers to doors seperating each area
+ changed the cart gates so that they open for red players
+ reduced red's initial respawn wave by 2
+ added 1 second to red respawn wave on cap at cp1 and cp2
+ tweaked lift logic to make it smoother at the top
+ roughed out basic blue spawn detailing
+ fitted the trigger_hurt below the clifftop to the surrounding geometry
 

Boylee

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Apr 29, 2008
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So I decided to merge all the smaller rollback zones into 4 large ones. The reasoning behind this was twofold, it makes the HUD work and it also makes it less easy for blue to roll through the first 3 caps.

I've also removed the doors that locked off the next area from the attackers at each cap point, they were doing more harm than good.


10/02/2012 - A6 released

+ Condensed all of the smaller rollback zones, each area now has one large one instead
+ removed the red only doors that separated each point
+ moved some cover and health and ammo
+ rejigged the rooms to the right of the first point
+ tweaked the red spawn cover at the last point
~ stuff I've forgotten
 

Boylee

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Apr 29, 2008
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Well the path_track at the bottom isn't disabled at any point but the path_track at the top was one unit over the lip of the slope. Taking a look at fixing it now.

At the moment Red can't stop the cart by physically standing next to it. I have no idea how or why it would happen (being a payload entity nub). The entity setup I'm using for the cart itself is straight out of ABS's resource pack so I can only guess that I've done something with the lifts that has stopped it working. Does anyone have any ideas what it could be?

EDIT: fixed. Not sure what was wrong but rebuilding the cap point entities fixed it. Thanks for the help doom.
 
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Boylee

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Apr 29, 2008
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Fairly major release to fix some of the significant bugs.

I'm still having problems with my elevators though. I can't get the cart to sit nicely when an elevator recedes to the bottom. Every time this happens the cart tweaks out and an error in console pops up saying "bad setangularvelocity" relating to the func_tracktrain with what looks like a string of coordinates at the end. Anyone have any ideas what's causing this?


16/02/2012 -A7 released

+ fixed red not being able to block the cart (HURRRR DURRRRR)
+ redesigned third cap building to make it more logical and flow better
+ dramatically increased the height of the right flank at cp3
+ added some high ground at the rear of the third cap staging area
+ added health to the middle ground of the area between cp3 and cp4
+ refactored elevator entities to fix sound (cart movement on lift still bugged)
+ fixed red players getting stuck in the spawn door that locks after cp3 is capped
+ tweaked the routes out of cp1 cap structures
+ removed the shortcut door between cp1 and cp2
+ added a trigger_hurt to the underside of the elevators
+ fixed broken rollback on the run up to cp4
 

Wilson

Boomer by Sleep
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May 4, 2010
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I think you should take a look at some sightlines on the map (Mainly on cp 1 and 2 area.)
 

Wilson

Boomer by Sleep
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May 4, 2010
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I am not that great sniper but i could easily sniper enemies with nothing to worry about as defender from:

- The gate leading to cp2 overlooking first area where setup gates are.
- All small windows for defenders at cp2 have good overview of entire cp2 outdoors area for snipers and because the windows are so small, they give sniper a lot of cover.
- Standing on cp2 you had few narrow but rather long sightlines, unless there is no defence left at cp2, sniper can pretty easily stand back there and snipe people pushing cart.
 

Boylee

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Apr 29, 2008
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25/02/2012 A8 released

+ rebuilt payload elevators from scratch, they should work fine now.
+ moved points to the bottom of each elevator
+ fixed red forward spawn... I think
+ tweaked cover and track layout before cp2 to reduce sightlines

Going to start putting in displacements and optimising next, as I'm reasonably happy with the layout at the moment.

Things to address from last night's test:
~ Red respawn at last is way too short.
~ Sniper spot on right building needs nerfing a bit
~ triggers on gates in front of lifts should not be team filtered
~ blue can built in initial spawn
~ people are still getting stuck in red's forward spawn door
 
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Boylee

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Apr 29, 2008
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Unless any more major bugs are found this will be the last untextured version. Next thing to do is the first art pass and then optimisation.

26/02/2012 A8A released
+ adjusted spawn times across the map
+ removed snipers spot at last point (right building)
+ removed team filter on gates in front of lifts
+ added a touchtest on the door trigger at red forward spawn

26/02/2012 A8B released
+ added more doors to block defenders heading to last point from forward spawn
+ fixed red spawn shortcut not closing properly
 

Boylee

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Apr 29, 2008
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IT'S NOT DEAD

+ have some hammer screenshots:
b1_1.jpg


b1_2.jpg


b1_3.jpg


b1_4.jpg


b1_5.jpg


One week left to place props, light, and clip the whole fucking thing. Oh and I haven't even touched the 4th stage yet. Sometimes I hate having a full time job.


aaaaaaaaaaaaaaaaaand it's 3:30 am. i have to be up for work in 4 hours. ={
 

Boylee

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Apr 29, 2008
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709
Yeah I agree, the lighting pass I did was really minimal. b0 was just a test to make sure the map was still functional. Adding more lights is something that I'll be doing for b1. Skybox is also all sorts of fugly in places so I'll be (attempting to) fix that up too.