plr_ngml

PLR plr_ngml A2

Johnny1023

L1: Registered
May 16, 2015
22
5
plr_ngml - A map my friend requested me to make.

This map is basically 'payloadrace_notgraymannslab_versionnumber'
The gist is to compete against the opposing team to blow up Gray Mann's Lab before he devises another MVM attack.

NOTE, PLEASE READ: I version my maps differently from others, I version my maps as Test* before making them alpha, and any update can be rated 'Stage,Number,Optional'.
T: testing (e.g. Ver.1-Ver.4)
BE: bleeding edge (e.g. Ver.5-NextVer.0)

Details:
Not much, still in alpha.

Features:
Detailed playable plr gameplay,
Slopes,
Uneven tracks lengths (my friend told me to brand this as original),
Almighty Dev textures,
3D Skybox,
A truck,
A secret.

Plans:
Change the lab to be in a neighbourhood, and to make it viable as a BLU sniper tower to counter RED,

Maybe:
Unfair for BLU, as there's a sniper tower specifically to camp BLU,
Expand 3D Skybox.

Please suggest ideas for future versions of this map.
Please advice and notice me of any issues, bugs, or problems.]
Do Not send useless ideas or any that's impossible/beyond my abilities.
Do Not spam/troll.
 
Last edited:

PossessedInkieShark

L3: Member
Mar 27, 2015
113
32
plr is a symmetric gametype, so the tracks should be the same along with both sides of the map.
I have a feeling your friend does not have much experience of what mkes a good map, if they suggested such a game changing alternative.
While unsymmetrical tracks could work, they have to be handled very carefully

Edit: Looking at the map, it need a buttonne of work before it is viable.
Blu has no spawn, there are horrid sightlines, the bridges are way to steep. There is a building which has a full ammo and a medium hp pack that overlooks blu spawn, practically impossible to push too as blue.
While I can get behind a non-symmetrical track layout, your current battle field is just bad and should probably be completely redone
 
Last edited:

Johnny1023

L1: Registered
May 16, 2015
22
5
Yes, asymmetrical tracks with be difficult as the team_train_watcher entity requires both tracks be exactly the same length in order to work.
In that case, it works, so does it mean I aced the distances perfectly?
 

Johnny1023

L1: Registered
May 16, 2015
22
5
plr is a symmetric gametype, so the tracks should be the same along with both sides of the map.
I have a feeling your friend does not have much experience of what mkes a good map, if they suggested such a game changing alternative.
He's usually the ground-breaking one, usually coming up with either brilliant ideas or horrid ones.

Edit: Looking at the map, it need a buttonne of work before it is viable.
Blu has no spawn, there are horrid sightlines, the bridges are way to steep. There is a building which has a full ammo and a medium hp pack that overlooks blu spawn, practically impossible to push too as blue.
While I can get behind a non-symmetrical track layout, your current battle field is just bad and should probably be completely redone
Thanks for the idea, will revamp the battlefield in my spare-time.

Leaking future ideas:
Change the BLU spawn to be more reasonable,
Change HP and AMMO kits to small variant,
Add some sort of obstruction,

Doesn't Understand:
I don't recognize what the bridge you're mentioning is.
 

Johnny1023

L1: Registered
May 16, 2015
22
5
Should I do something like the truck making a hole in the floor and making the hole BLU spawn?
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
Make a building for the spawn please. Well I haven't downloaded and played your map yet, so I don't really know how it looks. But just make sure the other team can't shoot grenades, or anything into your spawn (unless the doors to the spawn are held open)
 

Johnny1023

L1: Registered
May 16, 2015
22
5
Make a building for the spawn please. Well I haven't downloaded and played your map yet, so I don't really know how it looks. But just make sure the other team can't shoot grenades, or anything into your spawn (unless the doors to the spawn are held open)
It's still quite rough, but I need a valid opinion, so check the map.
 

Johnny1023

L1: Registered
May 16, 2015
22
5
Added spawn for BLU as if they stormed a vacant house, still need to add details to the overall map, fair enough to call enough work for a day. Added icon, was short on time, school tomorrow, so took a quick pic from Hammer.

Read the rest of this update entry...
 

sooshey

:3c
aa
Jan 7, 2015
514
410
  • Sightlines are still bad. This is more easily avoided by making the ground have hills and valleys instead of being one giant flat slab.
  • You need lights in blu spawn and most of the buildings. I can tell those lightpole props illuminate because my character model is lit up more, but the ground is still dark as if there was no light.
  • Please clip all your stairs with a blockbullets brush so that they essentially become a ramp. This is so explosion radii don't get chopped off when they hit a brush face.
Blu spawn issues:
  • Why do both blu spawn doors open when you only trigger one? They should have completely separate triggers or else red will shoot inside whenever someone tries to go out the back door.
  • All spawn points should be outside the door triggers so that an afk player won't accidentally hold the door open.
  • You can't change class inside blu spawn without dying. This is because you don't have a func_respawnroom brush filling the inside of the building.
  • Red players can jump on top of the blu spawn, shoot inside through the roof slats, and even worse, drop down inside. Please either close all holes in the building or cover the holes with a blockbullets brush.
  • There's a rogue respawnroom_visualizer next to the resupply truck. Which should be inside the spawn anyway, because all resupply lockers are inside spawns. Also the truck is a HL2 prop, which really doesn't belong in a TF2 map.
  • Your red spawn works fine?? Except for the fact that they spawn facing away from the cart, which will encourage them to go out the wrong door and get lost.
 

Johnny1023

L1: Registered
May 16, 2015
22
5
New update with changes coming soon, about 15 mins.

EDIT: Well, TF2 got an update, will take longer than expected.
 
Last edited:

Johnny1023

L1: Registered
May 16, 2015
22
5
The skybox has been fixed, displacement has been modified, school got in the way again.
So, I was testing it last night, but I needed to get ready for school, thus, it being realeased now. Probably will take a bit of a break, then return.

Read the rest of this update entry...