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PL pl_inferno a1.1

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
pl_inferno - will be improved, will be expanded, will be multistage. after the jam in a2

WOOHOO! my first jam, lets never do that again, well maybe. anyway, in 72hours I was trying to do a 3 stage payload map, and well that fell through when I overslept by about 4 hours on day 2 and fell too behind. though to make up, the map is currently a single stage payload, and once the jam showcase is finished, I will begin to finish the map to its full fruition as a multistage payload. for now, we begin our journey into my foundry based map.
 

strafe

L1: Registered
Jul 19, 2016
34
43
Hi!

I took a look at your map! You probably know about many of these issues but here's some stuff I found:
Sollies/demos can jump up on this fence and spam and it's hard to take them out because there is no wall behind them to splash. Maybe turn the fence around? Also, there are already barbed wire fence models in the game. (eg. models\props_gameplay\security_fence256.mdl)
20160725120951_1.jpg
You could have avoided this overlap effect if you gave the doors either a very small or negative lip value.
20160725121011_1.jpg
These stairs are very small and steep, also you could have gotten away with just a ramp, much easier to work with, and leave stairs for the art pass.
20160725121030_1.jpg
Whoops.
20160725121039_1.jpg
You should make it a habit to convert intricate brushwork into func_details, so they don't break up the BSP of the level unnecessarily. It makes compilation and gameplay faster too! You can enable ingame BSP leaf visualization with "mat_leafvis 1".
20160725121336_1.jpg 20160725121348_1.jpg
This area, like many others in this map, feels cramped. You should widen them out a bit and make a taller skybox for explosive jumping.
20160725121429_1.jpg
This decorative door is not solid, also it's facing the wrong way.
20160725121844_1.jpg
This tunnel is a cool idea but you should add a door or something to the end because the defenders can just put down a sentry at the end and the attackers will have a hard time taking it out. The attackers also can't build in the corridor so it's hard to even set up and push out from there.
20160725121940_1.jpg 20160725122027_1.jpg

Making a 3stage payload map in 72 hours was a pretty ambitious endeavor, so good job. Hope some of my notes will help in perfecting your map! :)
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
alright! I have a place to work on next, sadly I don't think I will be able to fix everything and get them released by my 1pm deadline, as I am going to sleep soon.
first: I know about the security fences, I tried it first, and even though it worked, didn't feel right.
second: derp, I forgot about the negative lip thing entirely with the stress of getting the level filled and with as few bugs as possible.
third: the stairs were there as a placeholder to see how much room I needed for a team to go up next to the cart, I left them in as that is the only place where they can be found, and they look nice compared to the bulky wood ramp next to it.
fourth: yeah, I need to func_detail period. I typically forget as I continue brushwork. which I found a mistake and a bad error when nobuilding the spawns. (how did you like red spawn?)
fifth: its probably because of the wall behind the door in place to prevent leaks (yeah like it helped :p) that is an easy fix as I wanted a slider door there originally as a forward spawn on red, but it fell to the way side as I designed the spawns to be pieced in the multistage payload (there was a single route from blue to red that bypassed most of the cart, part of it is seen in the path from first to second, and the third area, funfact, that was all flat until I feel the need of verticality to a place like that, another reason with how the roof is aligned.)
sixth: fair enough
seventh: I had the tunnel and like five ways to work it, including the bottom of the stairs in blue spawn to be the doors and have the locker outside protection, though the long tunnel nature isn't good, I probably will split the tunnel when the whole showcase thing is done and we all have free range.

there will not be an update for maybe a month at a minimum, as I have to fix first stage, the cart logic. determine if I want to keep the extra points in each stage, and add the other two stages. lot of work is about to be dumped here, I liked this, it was more fun than I anticipated.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
Hi, there.

You'll need to upload your map again to be eligible for a medal. Use the Post Update option.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
alright
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
Nothing in particular, no real update, but a resubmit for the medal. once the showcase is complete, there wont be any, because I will be working diligently to fill the map to completion.

Read the rest of this update entry...
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
I think that's all