GrayPower

PL GrayPower [Stage1] a1a

Fish 2.0

L6: Sharp Member
Nov 22, 2012
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262
GrayPower

CURRENT VERSION: a1a


Inspired by Hydro, this (to be) 3 stage PL map is set on top of, inside of and below a hydro electric dam that was built by Gray Mann in a last attempt to get enough power to his robots. Abandoned, BLU and RED battle to claim ownership of the dam to secure the electric resource.

At this time there is only stage 1 present, however once the first stage is up to a playable standard I will add the next, rinse and repeat.
 
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Fish 2.0

L6: Sharp Member
Nov 22, 2012
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Having a giant, straight sightline that goes clear across the entire map probably isnt the best idea.

Where?

If you're talking about where the rail is for the train, there are doors there, as illustrated in screenshot 5.
 
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Fish 2.0

L6: Sharp Member
Nov 22, 2012
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The doors really need to be solid, or the sightline will be too long and overpowered.

They are 'solid', in bullet collision terms. I have no intention of letting anyone snipe through them so if that involves making new door model so people understand they can't shoot through it so be it, I guess.
 

Vaconcovat

L3: Member
Jan 15, 2012
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If there's 3 points in the first stage i hope they don't give much time. I'd personally re-think your first point, it is too close to spawn, imo. Maybe remove it and bring back point 2?

Also, disable shadows on all your track models
 

Fish 2.0

L6: Sharp Member
Nov 22, 2012
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If there's 3 points in the first stage i hope they don't give much time. I'd personally re-think your first point, it is too close to spawn, imo. Maybe remove it and bring back point 2?

Also, disable shadows on all your track models

Yes, and yes. I actually forgot about changing the amount of time given, so I'll likely do that before I put it in a gameday. I might leave to point there and see how that works out for a1, then change it for a2.
 

phi

aa
Nov 6, 2011
832
1,815
No displacements? Super sad face :(
Although I guess that's because it's on top of a dam, but you still could have some parts where dirt or rocks or something make some sloped height variation - I always disliked maps with no displacements, since they always were so flat. But there could be a little interesting gameplay here, even with the 1st point set like 2 feet outside the BLU spawn (or what seems like the BLU spawn).
 

Fish 2.0

L6: Sharp Member
Nov 22, 2012
324
262
No displacements? Super sad face :(
Although I guess that's because it's on top of a dam, but you still could have some parts where dirt or rocks or something make some sloped height variation - I always disliked maps with no displacements, since they always were so flat. But there could be a little interesting gameplay here, even with the 1st point set like 2 feet outside the BLU spawn (or what seems like the BLU spawn).

Heh, I will be doing some displacements for the third stage under the dam. I'm thinking stage 2 will have more height variation but again it will be mainly concrete basic geometry.
 
Oct 6, 2008
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Having a giant, straight sightline that goes clear across the entire map probably isnt the best idea.

Um, it's very straight.

I like the first point going up then going down but you should have it like that so that you're over coming an obsticle. The train eixt should be moved over to the other side of the obsticle instaead of giving the teams a 2nd route around it.

Maybe you need a big sloping wall along side one side of the map (going up from the floor of the map) with big pipes running verticle on it to signify a power station, then have it sloping down on the other side to give you a height variation them wise.
 

re1wind

aa
Aug 12, 2009
644
588
I hope i'm not the only one who mis-read the map name as pl_gaypower... :blushing:

edit: right, after running around the map a bit, there are some rather serious issues.

1a) floating map encased in a skybox cube, no playerclips to avoid players getting knocked into the deathpit around the map
1b) the buildings and areas that look like they shouldn't be accessible are properly playercliped, but there are plenty of areas where you can just walk into a death pit, and/or get knocked into the deathpit thanks to pyro.
2) those sightlines are very powerful, especially as blu can shoot into the building in the middle of the map.
3) remove the 1st and 3rd cap points, they are rather redundant and add to much time
4) blue's left exit, while red cannot reach it, is effectively a bridge over the aforementioned deathpit. the exit is also in front of the first capture point.
5) there is a lot of health/ammo everywhere. a soldier can rocketjump from one health item to the next.
6)the top of the train gates are not properly bullet-clipped (?) as rockets and grenades can the shot through the top part. not a serious issue but it allows blue to spam red's final point with grenades and red to rain down grenades into the building
7) either playerclip all the doorframes (tedious) or make them non-solid (faster)
8) the cart rolling backwards and upwards to the first control point can cause "earthquakes": really strong physics collisions. tweak the path tracks slightly and/or decrease the ramp's slope, and/or make it a rollforward zone so that the cart cannot go back up the ramp once its on the ramp.

those should give you enough to to to get the map into a better state. :)
 
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Fish 2.0

L6: Sharp Member
Nov 22, 2012
324
262
I hope i'm not the only one who mis-read the map name as pl_gaypower... :blushing:

edit: right, after running around the map a bit, there are some rather serious issues.

-asnip-

those should give you enough to to to get the map into a better state. :)

1)a That was intended, yes, and I'll see how it plays out

Everything else though I'll have a look at , and I think I will get rid of point 1 but I think point 3 should stay for now. While it is bad to assume these things from bots, I easily realised that RED flows out of their spawn to bottle neck at the 2 entrances to the final area, and could easily push back towards BLU base given an opportunity.

And 8, I thought I fixed that. I'll have another look.
 

Fish 2.0

L6: Sharp Member
Nov 22, 2012
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262
Updated, fixed some issues and now it will hopefully be ready for a rough gameday.

Screenshots have not been updated to reflect these changes.