reef

PD reef a3b

Elizabeth

L2: Junior Member
Jan 16, 2016
79
30
reef - PD map in an underwater base

Welcome to pd_reef, a player destruction map that takes place inside a submarine base.
Pick up dynamite and diposit them inside the minisub to score points, first team to hit max points wins the round.

Credits:
The Frontline! team: Minisub model
The Construction Pack team: Dynamite pack model
Egan: Player Destruction writeup + prefab

 

Creeps

L1: Registered
Dec 25, 2017
2
7
Water's texture should be scaled up. it looks way to repetitive currently =(
 

Elizabeth

L2: Junior Member
Jan 16, 2016
79
30
Water's texture should be scaled up. it looks way to repetitive currently =(
TY, just quickly bumped the scale up, gonna squeeze that into the next release.
 

Elizabeth

L2: Junior Member
Jan 16, 2016
79
30
- The submarine now follows a dymanic path simmilar to watergate
- To accomidate for this the map now mirrored
- Opened up a side path to the sub start, giving attackers another way to exit into mid
- Reworked vent into control room, a high ground zone that teams can hold for an advantage with holding the sub during the latter part of its path
-Water level has been lowered to reduce needless time spent getting dynamite
- Sub has been reverted to basic brushwork temporarily to show collision better

Read the rest of this update entry...
 
Last edited:

Katsu! :3

Veteran Cat
aa
Jul 30, 2021
616
337
Took at look at this map as part of my to-do list for my collection today and something about it really resonated with me, idk what. Had some feedback, if you'd be okay with giving this map a 2nd chance.:
20230716161813_1.jpg

The current of this iteration feels like too long of a rotate for what it's seemingly supposed to be, which is a retreat option. I think adding some curvature here to the route would be an improvement, as well as make the area feel a little less claustraphobic. Mentally, I was picturing the side route in Slaughter when making this area.
20230716162536_1.jpg

I think these ammo kits should be swapped. Very annoying to have an engineer nest on tightly-packed high ground, especially right before the cap zone imo.
20230716163147_1.jpg

I think the submarine travels just a bit too fast. The sub reaches its end point almost 10 seconds before it actually goes away, which feels odd.
20230716163412_1.jpg

I think having a large, translucent water pipe here would be a nice touch to an otherwise relatively barren area.
20230716162254_1.jpg

I think the spawns are pretty cool looking, if a bit empty. I do like them being indoors though, so keep them if possible please?

To be honest overall from just looking at the map in my own time this looks pretty fun for PD standards. Really comes across like you understand what makes PD work well, the map just needs a teeny bit more time in the oven. In an alpha or two I think your map could really be really for the detailing phase, there's not a lot I would outright want to see changed in your current iteration. Hope I've at least given you some ideas!
 

Elizabeth

L2: Junior Member
Jan 16, 2016
79
30
The map itself is kinda long dead tbh, if it was to be worked on it would be a top to bottom remake keeping the theme and some elements but everything else subject to change since the transistions between spawn/mid were very dull and mid itself was a bit hampered by the water channel being the way it was.

Could give it another go around at some point but no clue as to when.
 

Aspennly

L1: Registered
Oct 15, 2017
22
31
The map itself is kinda long dead tbh, if it was to be worked on it would be a top to bottom remake keeping the theme and some elements but everything else subject to change since the transistions between spawn/mid were very dull and mid itself was a bit hampered by the water channel being the way it was.

Could give it another go around at some point but no clue as to when.
(She forgot that we did this and made Coralrock, I'll make an a3 one day I swear but damn did I make that layout overscaled!!!!) (Doesn't help that we basically made two separate mids as well)