Shoreleave

PL Shoreleave RC2

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Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Was that inspired by that picture you posted in Architectural references? Where you said you could imagine a payload track going up :p

Nope! That was part was actually in place before I ever posted that.

I've been working on this on and off for a few months now, finally getting some momentum allowing me to put some serious time into it.
 
Dec 28, 2014
330
307
From the playtest earlier tonight I thought it was an incredibly solid map for an A1. I agree that the final area seemed to be the weakest part of the map, but I'm really looking forward to seeing future updates of this map.

Our team did also have some issues pushing into second, though that may of just been an issue with our team. I did love the design of second.
 

SparkyShock

L3: Member
Feb 6, 2016
125
14
Looks nice, cant wait to test it.
Maybe call it pl_architect since with the stone bridge and all, something centered around the way it is structured
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Changelog:
Added deathpit just past first capture point
Widened/ adjusted last area
Significantly opened up many doorways
Adjusted gameplay flow
Fixed a few nasty sightlines
Set up spawn wave times to adjust for each point captured
Adjusted some health/ ammo placement

Read the rest of this update entry...
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Changelog:
Added deathpit just past first capture point
Widened/ adjusted last area
Significantly opened up many doorways
Adjusted gameplay flow
Fixed a few nasty sightlines
Set up spawn wave times to adjust for each point captured
Adjusted some health/ ammo placement

Read the rest of this update entry...
Will you be doing some form of video change log on the map like with Glassworks? I'd love to see this progress. And of course, Twitch.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
I do want to do some videos for this one showing off the development, I've just been so crazy busy lately (hence the lack of any videos, really.) I had a couple hours I managed to squeeze in to update this.

But, I'll see what I can do!
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Fixed the broken area portals I made trying to rush the last update out the door (whoops)
Added some quick temporary lighting
Adjusted a sightline further
Smoothed some clipping edges around the map

Read the rest of this update entry...
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
Something tells me this looks nice as a German town eaten by a RED factory. Just popped on my mind, lol.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
A few quick thoughts after playing this on your server, ranging between 5v5 and 7v7.

1. I'm not really fond of third. I'd have to play it more to really pinpoint why, though. One definite thing is the scarcity of health and ammo.
2. I really like the play area surrounding second, but I'm not keen on the pickup placement. It could really afford to aid the attacking team more.
3. I feel like there might be a bit too much time added after the first point is capped.

As a side note I think it would be neat to have the cart hook towards the death pit briefly after the first cap.
 
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Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Yeah those are a lot of things I agree with. My health and ammo placement needs a major overhaul and I've got a bunch of ideas for that that will help blu push into second.

I can definately lower the time increase back down, my big concern was the length of track after first, as it's a pretty long stretch.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Added new blu forward spawn after second to last capture
Added respawn room visualizers to red's last spawn (lolwhoops)
Adjusted blu's spawn room door layout
Changed cover around second CP bridge
Added resupply cabinet to blu's further up first spawn area
Blu's first forward spawn points no longer start enabled
Adjusted respawn wave times
Reduced timer increase on second CP
Fixed bug that trapped red players in their first spawn room after capture
Fixed one way door trapping bugs
Added some props/ cover around the map

Read the rest of this update entry...
 

Illius

L2: Junior Member
Mar 27, 2016
65
12
Me and some friends were on your listed server today, and mind you looking through it seems you took note of some bugs but major ones I found were:
1. In RED's first spawn, if Point B gets capped RED gets stuck in their spawn.
2. One Way Doors seem to catch people a lot.
3. Area around the final point (namely, the ramp to the point itself, the window area) looks like you could traverse it but you can't. Maybe put some gate there or something?

Mind you it's tough to say how gameplay turns out, since it was just a few people so those are just some bugs I found.