Fishladder

PLR Fishladder 3

r13

Train God
Aug 30, 2010
259
286
Fishladder - alpha

A PLR map, where you push the tank to destroy the other team's boat.

The tank however is a little over powered. When it fires, dont be standing in front of it.... or next to it... or behind it.

The boats each take 3 shots before they will sink and your team is declared the winner.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
I think it says something that I can look at this map's thumbnail and know who made it without checking the author icon. Well done.

On another note, I think those water brushes at different levels are going to consistently have some graphical issues, I think that's a persistent bug in Source for TF2. Though I very much like the concept.
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
On another note, I think those water brushes at different levels are going to consistently have some graphical issues
Emphasis on this point, tho. If you have multiple water levels in the same PVS you will have strange rendering effects as it is beyond engine limitations. You can, however, use cheap water at different levels from each other, and have expensive water at one level.
 

r13

Train God
Aug 30, 2010
259
286
My first guess was to fuss with the LOD levels and just push the first one out so that it never switched. didn't try it yet tho.. so i appreciate the the heads up on a fix :)

Cheers!

I was gonna poke Crash about it. As it's alpha, I decided to ... ship it. :D
 

r13

Train God
Aug 30, 2010
259
286
I set the top speed of the cart at 1000. but most of the time it's being scaled down to .1 or as low as .05 on the ramps.

so after it shoots, i scale the speed up to 1 and lock the cart angle so it looks like its flying backwards.

The whole thing is basically one long control point with two sections of intense forward roll movement.

and explosions.
 

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
The resetting method bothers me because of how Rube Goldberg-esque the situations are. Not that there's a complex series of events occurring to make something happen, but more that the cart flies through the air (and sometimes takes a 90 degree turn from another explosion) and lands squarely on some train tracks. TF2 is wacky, but generally obeys physics. Things like explosives jumping bend rules a bit (you would die if you tried it) but are grounded in the simple principle of "explosions make things go away fast," and I don't think the "thing flies through air and lands in very precise spot" situation in this map really fits the bill.

I bring this up because I think your best alternative would be to have the cart's recoil send it back down the tracks really quickly until it slams into a barrier, and that would change how the map plays a bit, since different areas of the map would become unsafe when the cart resets. i.e. despite being a stylistic choice, it's still relevant in layout.
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
r13 said:
Man that looks awesome but the cap time is painfully slow while watching a video. Could you do mp_simulatemultiplecappers if you ever do an updated video?
 

r13

Train God
Aug 30, 2010
259
286
The resetting method bothers me because ... /QUOTE]

I considered exactly what you are suggesting; having the tank slide back on the rails only... i may very well end up there too. This was my first pass... get some playtests and feedback and see how it goes. Cheers for your feedback. :D
 

r13

Train God
Aug 30, 2010
259
286
The cart flying back is hilarious but there doesn't seem to be much in the way of play space.

The map is purposefully small. I wanted to compress the potential for team interactions. I usually go too big. That's a consistent theme for me. This is an attempt to stay small. It was actually smaller before i released it. I widened several bits and the canals to give it a little more breathing room, but not too much. I want it to be a fight like a KotH map rather than a linear payload setup.
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
The map is purposefully small. I wanted to compress the potential for team interactions. I usually go too big. That's a consistent theme for me. This is an attempt to stay small. It was actually smaller before i released it. I widened several bits and the canals to give it a little more breathing room, but not too much. I want it to be a fight like a KotH map rather than a linear payload setup.
I was referring to what was shown in the example video. I'm not sure if that's the latest version or not. Regardless, I hope I'm able to try the map out on a gameday or imp at some point. Also those shipping containers are nifty.
 

r13

Train God
Aug 30, 2010
259
286
The shipping containers are now available in my Hatfactory map thread. Someone asked for some assets from it so i set it up as a zoo. Feel free to use them if you'd like :)
 

r13

Train God
Aug 30, 2010
259
286
Had a great playtest on the map this evening.

Already pondering expanding it to a 3 stage PLR as one round does go by pretty quickly. I'll consider trying to figure out a way to make the boats move, but no promises on that.

i'll definitely at least add some fire and smoke to the boats to signify being damaged. i might fiddle with the UI if i can grok it.

i might decompile the boats and make damaged versions... might turn them into lil frigates maybe... maybe not...

it's a crazy madhouse in play.

comments i enjoyed hearing:

"how does this work? this is dumb." "what are you stupid? there was a poster in spawn that explained it all. he even read it outloud."

"OMG the tank just shot thru that door!"

"that was fun!"
 

r13

Train God
Aug 30, 2010
259
286
Just two... the first one was the blimps battle thing... that was just a sketch really for the skywalker one.

and that is a standard bearer for a non-standard map. it was an idea i wondered how would work if i made it... i made it. it works. but not many really like it. i have yet to even play it on a server with people. shrug. i moved on.

the other is fishladder.

yah i enjoy the new things to play with for sure. i'm not 100% on the whole theme personally, there is a lot of assets if you want to build a European style town map... not so much for anything else. or if you need a torpedo. there's 24 choices of skins for it.

i'm not personally interested in the euro town thing so i have been looking at the other bits and pondering how to make a map with two assets i like. The first pair was the blimps and the flying version of the b-17's... i made skywalker. the next i wanted to use the tanks and the boats... fishladder is what i came up with.
 
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