PLR Reserve

Egan

aa
Feb 14, 2010
1,375
1,720
Reserve (PLR)
by Egan

Currently: Alpha Phase

Overview:
The map is set in a preservation facility in an alpine environment. So lots of silos and things. (Think Seed Vault).

Objective:
To win, either push the cart into the enemy territory and hold it there for 3 minutes total, or push the cart to the end of the track at the opposing team's base.
 
Last edited:

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
Notes from today's impromptu (excluding the fact that the game logic was really goofy):

-Felt overscaled. Mid, especially - there was enough stuff in it for it to not feel like a big open plain, but it's definitely a bit big. I would recommend somehow getting a building or two into mid, which would help cut down on the sightlines and also offer a lot more options to players in terms of where they can move.
The size:stuff ratio is off - there isn't enough layout for the amount of land you're covering.

-Pushing back was hard. I blame this mostly on the area in screenshot #3: The attacking team effectively controls the entire area, meaning the only viable tactics for defense are to attack head on, and taking the side route around to the back. If you added some sort of high ground the defenders could use (maybe branching from their side route?), it'll probably improve things.
 

andyvich

L1: Registered
Sep 24, 2013
8
2
Love the map. It's like pl_waste but without potential for stalemates.

Mind if I run it on my server and get some playtesting on it?
 

Egan

aa
Feb 14, 2010
1,375
1,720
Mind if I run it on my server and get some playtesting on it?

I wish the map ran correctly so I could say yes without hesitation! But alas it has some annoying bugs that I wasn't able to figure out. 1) When overtime happens (enemy on cart when you are supposed to win) the announcer spams the voice line very quickly and very loudly. 2) You can easily get stuck in the cart. With those bugs still apparent in the map I don't feel comfortable getting it tested publicly at the moment, sorry. I can check it out again over the next few days though, but I can't promise anything. :p
 

andyvich

L1: Registered
Sep 24, 2013
8
2
Yeah, I got excited and played it with a few friends on a private server. We like your map :)

It was pretty hilarious getting stuck inside a box as a medic at 100% but apart from that it's a great idea with interesting gameplay.

I'd pretty much agree with what Idolon had to say. We found that the team who ran a Sniper ended up winning, due to the long sightlines. Making a comeback is hard too but teams tend to just rush ahead and forget to take the objective with them. Maybe you could make it so the cart slowly rolls back to mid if it isn't actively being pushed?

Also the little room with the ramp as you walk out of the left spawn is pretty useless, maybe there could be a doorway into the room directly behind it (the one with the ramp up to roof)?

All of that aside, if you have time to fix the displacement bug, I would definitely be interested in running this in a one night cup or something :)
 

Samniss Arandeen

L1: Registered
Mar 3, 2013
33
7
This map is overscaled and much too empty-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-OVERTIME