PLR mpl_doublehelix

Oct 6, 2008
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mpl_doublehelix_b1

Here is the map the I was working on for the 72 hour Summer Mapping Challenge - 2015

I didn't get it finished in time for the official judging part of the contest due do a couple of coding issues (which got me to make a whole new code for this map) and a huge vrad issue.

Like my other mpl_ versions blue has to push both the carts to victory and rd has to stop them!

Enjoy the big battle and have fun!!!

Please give me feed back not only for the design, game play etc, but also - how do you think that this one would have done in the contest if I actually made it in on time :)

Thanks!!

Huge thanks to REXY for the models and to Seba and Phi - for helping me solve the vrad issue!
 
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Oct 6, 2008
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I tried to do this for the 72 hour contest = but a coding bug sunk me right at the very end had the map 98% done but that doesn't seem to matter vrad sunk me me further - it gets stuck and doesn't want to seem to work. Any ideas what I should do now - can it still be submitted but not for the contest? Of course I'll have to get vrad to work first.

edit: compile info removed - no longer needed.
 
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Oct 6, 2008
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Here is my entry for the 72 hour contest that sadly didn't get done on time - please give me feedback and let me know how you think it would have fared in the contest! Thanks!!
 
Oct 6, 2008
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Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
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Don't understand this comment at all.

He was making a joke about the compiler (specifically VRAD, the lighting portion) telling you the map would be "bad" / "don't submit it to the contest, you know what I won't even let you" / "Four carts you're insane". It told you this by taking 7 hours.

Jokes.
 

Lain

lobotomy success story
aa
Jan 8, 2015
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that's okay neither do I, 3hours of sleep does some shit to you

He was making a joke about the compiler (specifically VRAD, the lighting portion) telling you the map would be "bad" / "don't submit it to the contest, you know what I won't even let you" / "Four carts you're insane". It told you this by taking 7 hours.

Jokes.

wait. that was it.
 
Oct 6, 2008
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LOL - ok me still brain dead after the contest - my brain is slowly regenerating
 
Oct 6, 2008
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Ok been over 100 views on the thread since I uploaded the map - does anyone have any comments on it? I see that it's only been downloaded 7 times.
 

tyler

aa
Sep 11, 2013
5,102
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This looks bad:
ca75520ab6.png


Your cart is floating http://puu.sh/ju3P1/f42700e39d.jpg

The map is a big giant dark box with insane sightlines http://puu.sh/ju3Ox/b672301ada.jpg

Dispenser particle broken http://puu.sh/ju3Rh/09e59de3e7.jpg also there's something weird and invisible above this cart

This is confusing http://puu.sh/ju3S8/25104e6cb3.jpg

Your in game text says 3 carts but I only found 2 and won.

Your custom HUD work seems to have been for nothing, because I see none of it.

Your use of texture, scale, layout, lighting, and game design all don't fit in TF2 at large. It's a cool idea but this isn't a TF2 map. It's just two huge formulaic boxes with basic geometry thrown in. A two cart push for BLU sounds like it would be really interesting in an actual TF2 map, if the HUD was workable, but it isn't workable.

I feel like all the maps I see from you have the same basic problems: layout is too large, open, flat; too many gimmicks are happening at once; the player pathing is too vast and confusing to really grasp immediately. I think you should go back and reexamine feedback on your old maps and note the similarities, because I feel like in all the feedback I've given to you in threads and in playtests, you've never absorbed a word of it.

I think you should try making a properly scaled, normally detailed TF2 map. Just do a payload map with no gimmicks. I feel like you missed all your fundamentals and went right into weird experimental stuff and it hasn't paid off for you. But that's my feeling. If you're solving problems with teleporters, your map design doesn't work. It's that simple. Your maps like this will be a thousand times better if you learn to map for TF2 first and then experiment later.
 
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Oct 6, 2008
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thanks!!
 
Oct 6, 2008
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B2 - has been released - Custom HUD 90% working - it's a real bastard to do

See change log for other changes