[WIP]pl_swift

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
pl_Swift_Final
by: What Is Schwa?
Contact maps@whatisschwa.com

Custom Artwork by citrusmirakel

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Swift is a single stage payload map with four checkpoints. The map is set in an Alpine environment as used in Lumberyard

The bz2 file is a meager 8.4 megs and with fast download a every player on a 32pop server can download the map before setup time is done.

Swift has been heavily optimized and has a consistent and high frame rate throughout. Players who are pleased with their settings on stock maps will not suffer lower frame-rate.

The layout is straightforward for new players, yet there is a learning curve that rewards teamwork and clever play. Some points will be faster capped than others initially, but overall the flow is steady and fun. During testing a majority of the games reached CP4 and offense wins roughly half the time.

In addition, I have a version that has been optimized for instant spawn and is rather popular on a 32pop insta spawn server. This version is available only on request.

FPS Banana Page
Includes files for Quicklist Server Thumb. All other materials are packed into the .bsp

Enjoy!
 
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laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
It looks like very solid work, good job.
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
Updated with download link. Would be interested in getting in on gameday.
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
Thanks for the reply. I fixed the link.

What is your server IP?
 

kaplan

L1: Registered
Mar 29, 2008
21
2
Messaged via PM the info you requested. Wasn't sure if the site allows server IPs to be posted or is frowned upon.
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
We tested this on Kaplan's 32pop insta spawn server. It went really well! Super thanks to him and his clan. Nice server mate!

My focus was on 24 pop vanilla settings, so with so many people the few bottlenecks were a little tougher to overcome. I've got a few ideas on how to counter that, and hopefully I can kick out a second alpha by next weekend.

High priority: That stupid camera bug. I was using The gamerules forcecamera to set the camera for each CP, but it was really awkward. Can anyone point me to a good camera tutorial?
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
couple of things i mentioned on the server. just mentioning it here so you got it in a more permanent form.

- the hazard overlay over the 1st point needs a 2nd brush face selected
- the kegs to the left of the 1st point in the building have too low fade distance (mainly cos you see them right in front of you as you go to the building's door.
- same case for the barrels and doodads around the final point.
- the dustmotes in the bridge over the final point, i'd say 3/4 or 1/2 the number of particles spawned, currently it looks like far too many for such a small area.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
This map looks very professional, as in Valve. Honestly, looks beautiful and plays wonderful. The size is good, and it's a shame we didn't have more players to honestly assess the balance. A couple of things:


Draw distance here on your props. Nothing major. Turn on 3-D helpers.
pl_swift_beta0009.jpg


And your cart is solid. Not really that bad, but stickies stick to it and when the cart moves, the sticky bombs remain floating. Change the bomb prop to non solid? However, a solid cart does make me very interested in how it plays.
pl_swift_beta0011.jpg


Other than that, this map looks like it should be in beta 2 or 3, not alpha lol, nice work. Play again on the 10th?
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
Everytime I died near the first cave, my corpse would magically teleport up to some displacements inside the cave. Lots of interesting deathcams seeing a brown wall!
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
I played this on a full server (see signature) and it was really fun. As attackers we got to the last point but couldn't get it, just.

Before the last cap (where it dives into the tunnel) I was often caught in flames from pyros jumping from the balcony and I couldn't find/reach any health most of the time. Maybe add a small health somewhere in that area for blue to use.

We also saw the floating stickies that was fired at the cart.
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
I think I fixed that most camera bugs with beta. However, the camera is still stuck "inside" the cart, any ideas how to fix that?

I'm going through and taking care of the stuff mentioned in this thread, as well as adding a few bits of polish and redoing an area that has annoyed me for a while. For the 10th I will have a new version up for certain.
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
Before the last cap (where it dives into the tunnel) I was often caught in flames from pyros jumping from the balcony and I couldn't find/reach any health most of the time. Maybe add a small health somewhere in that area for blue to use.

We also saw the floating stickies that was fired at the cart.

The pyros at the final cap have bugged me like crazy. I'm removing the one way door and letting all players pass through. In addition, I've made the small house roof accessible to engineers. A sentry up top should resolve any pesky pyros trying to flank.
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
I love heatmaps!

New version should be ready tonight. I'm closing in on a release!
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
So previously stickies were sticking to the cart, so I changed the cart prop_dynamic to be non_solid. Now rockets go through it. What am I doing wrong? What are the proper cart settings?

Edit: I think the problem has been solved. Previously my cart was clipped with "playerclip" and I changed it to "nodraw"
 
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What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
Thanks everyone who stopped by and played this. Feedback would be appreciated.