Pier

PL Pier b23

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Blade x64

Logical insanity
aa
Sep 3, 2009
239
633
Thanks for the feedback, Rexy.

I've eliminated a good portion of the manor assets, but for now I'm keeping the textures and paintings until I find or make something more suitable that I like. I'd like to think I've made the map feel more seaside-ish in b11, especially with more of the maritime models, but I'll wait for feedback to determine that one.


Updated to b11
Code:
b11 - 10/2
Various detail improvements
Added a red spawn closer to the third point
Moved fourth point back
Widened upper pathway between cliffs and town
Enlarged area around second point
Added alternate pathway to final point
Moved stairs near fourth point to opposite side
Added alternate pathway between warehouse and beach
Adjusted sight lines on the fourth point
 

Blade x64

Logical insanity
aa
Sep 3, 2009
239
633
Thanks for letting me know, bob. I've updated the map to b11_fix. The cart shouldn't be doing that now.
 

Blade x64

Logical insanity
aa
Sep 3, 2009
239
633
No. It's just sleeping right now. The dynamic payload contest is taking up what spare time I have. Once that's over I should be able do what you suggested and finish this.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
this map is gorgeous
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
this map is gorgeous

Shame it's just a series of narrow corridors. That includes the outside areas.

Pretty narrow corridors, but still corridors.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
I have yet to play it, but it just looks so rad.
 

Blade x64

Logical insanity
aa
Sep 3, 2009
239
633
Shame it's just a series of narrow corridors. That includes the outside areas.

Pretty narrow corridors, but still corridors.

Why did I never see it this way? The more I think about it, the more I agree.
 

Nuclear Arbitor

L1: Registered
Dec 4, 2011
5
0
the majority of maps are corridors; it just has to do with linear game play and getting players to actually meet up for some action. you can still have that happen with open maps it just takes some planning and the game type, pl, makes it even harder to open it up because the cart has to move forward and has to be a point of contention. the other thing is that the more open you make it the more it becomes a sniper feast which works less well.
 
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Redfox

L1: Registered
Apr 24, 2012
2
1
So you guys watch STAR too? He's amazing. Anyway, I found some other things that you might want to fix.

I know this is not the final version. It's still in beta, and you are most likely working on fixing all of the things you find that need fixing. I played it for the first time, and one thing caught my eye right away, so I feel like I need to mention it here.

So you can see what I'm talking about:
http://benf1238.drivehq.com/images/2013-06-08_00001.jpg
Yes, I'm using the Starfox scout model. It's cool.

You may or may not have noticed this, but the top of the cliff near BLU spawn and the tops of all of the buildings are textured with NODRAW, but are visible to Scouts, rocket/sticky jumping players, and anyone launched airborne by the enemy. There are also visportals that prevent the engine from rendering some portions of the map that should be visible to players who are in the air in those locations.

It is a very beautiful map, and I will have it playing on my public server eventually (whenever I feel like uploading it), but just some minor yet highly noticeable bugs that need to be fixed.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Sooooooooo, dunno if you've heard this already, but the map seems to be in the habit of crashing our server after the finale.
 

Blade x64

Logical insanity
aa
Sep 3, 2009
239
633
Sooooooooo, dunno if you've heard this already, but the map seems to be in the habit of crashing our server after the finale.

I'm well aware of this. It only crashes after the finale and right before the next round begins, but it seems that it requires players on both teams. Having the server change to a new map after the round ends seems to avoid the crash, showing that only the conversion to the new round triggers it. For what reason is beyond me. Is there any way to determine the cause of crash on a server and is anyone else willing to try this on a server of their own? I suspect this crash is exclusive to the tf2maps server.

Edit: Turns out it was an error for too many entities in which only a high player count (somewhere around 24) broke the limit. No way I could have discovered that through my usual testing. Setting maxplayers to 32 and filling it with bots is now a part of my testing.
 
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