repository

Jan 31, 2008
555
1,482
I have been working on this map for quite some time now and it's nearing completion :)
I think I will have one more release candidate after this one, after that I'll probably release it!

Changes from rc2 to rc3:

Gameplay changes:

- Any buildings left at red's first spawn is now removed when blue caps cap 2
- Opened up cap 4 alot more.
- Widened the stairs at red's first spawn
- Changed a medium ammopack and a small medkit to a large ammopack and a medium medkit at cap 3
- After blue caps the second control point, they'll change spawn after 20 seconds instead of changing it instantaneously
- Red's respawntime after cap 1 have been captured is now changed from 10-20 seconds to 11-22 seconds
- A bug in a buiding near cap 3 where teleporter exits got destroyed, have been fixed
- Added another barrel on two other barrels at cap 3 to allow people to jump up on them to get up to the second floor

Cosmetic changes:

- The map has been retextured into the gravelpit dirt theme
- 3D skybox completely redone to fit the gravelpit theme.
- The new part near the last cap is now detailed
- Removed some planks from the building outside blue's spawn.
- Lowered the power of a few displacements near cap 1 to improve the fps
- Removed some pipes and a crate at cap 1 and fixed a few displacements
- Added a F_M poster
- Fixed some fade distances and other minor visual glitches
- Added a light near the blue spawn to lit a dark area
- The red farm buildings are slightly out of place, and have been replaced with wooden buildings.
- Slightly optimized some more from cap 1 to cap 2
 
Last edited:

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
Love the map, it never left our mapcycle since... jeez i don't even remember :).
Kudos for the work.
 
Jan 31, 2008
555
1,482
Some of you mentioned there was a lack of ammopacks on the map. Could you guys show me where?
 

Squirrelinabox

L1: Registered
Mar 27, 2009
27
5
Some of you mentioned there was a lack of ammopacks on the map. Could you guys show me where?


You should be able to run through it yourself as an engineer and think about good places to place a sentry. Then, look around and see if there is a good amount of ammo to setup those defenses.

Along those lines, it seemed like every time I did find ammo or health when I needed it, it was always a small pack. I know I saw some medium packs around, but it seemed like where more health and ammo needed to be, there wasn't enough.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
For what It's worth, I played engineer for a round and found ammo where I expected it to be. We managed to defend pretty well so I can only speak for the first section of the map.

The last cap has improved a lot in the last few versions. Good work ace!
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
I played this map in playtesting and on other servers today and the improvements in rc3 are great especially on the last point.

Like the new theme.
Definattly one of my favorite pl maps when ever i server runs it i join.
 
Jan 31, 2008
555
1,482
The thing is, I've kept some ammopacks away from the ideal sentry spots on cap 4 and cap 2 to balance the map. Sure, if I add ammopacks there it'll be easier for the enginners, but even harder for the blue team to move on. It'll be less rewarding to destroy a sentry, since they can get one up again very quickly. Both cap 2 and cap 4 are very close to their current active spawn, so it's not too hard for engineers to run back and grab some more metal.
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
Found a spot yesterday :

I'm posting since i don't know if it's normal or if you forget to block this place.
 
Jan 31, 2008
555
1,482
Yeah, I am aware of that spot, but I'm not sure if I should do something about it or not. What do you think?
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
Well it doesn't cover the both spawn exit and whoever is sitting up there is easily removable by anyone especially sniper, so i don't see it as an emergency noclip spot :)
 

shpladoink

L3: Member
Dec 19, 2007
108
6
Saw this map idling on the test server and had a quick flythrough. I noticed a few odd popup things with lights and model view distances you may wish to address.

For the most part, the items I've circled in these screens fade away too soon, which makes them appear as you're running toward them. The fade distances ought to be longer. There are a few cases also where you seem to have used an areaportalwindow where it probably isn't necessary, and causes more distracting popup of detail objects.

Regarding the cases where I've circled the ceiling lights in the building just outside of blue's first spawn, the light models fade away before the light sprites do, which leaves a weird-looking white orb seen from a distance.

http://img7.imageshack.us/img7/8095/r14a.jpg
http://img20.imageshack.us/img20/2766/r13x.jpg
http://img20.imageshack.us/img20/9718/r12n.jpg
http://img5.imageshack.us/img5/7198/r11l.jpg
http://img4.imageshack.us/img4/8929/r10iay.jpg
http://img4.imageshack.us/img4/8607/26730218.jpg
http://img10.imageshack.us/img10/1487/61402211.jpg
http://img4.imageshack.us/img4/5681/77447099.jpg
http://img7.imageshack.us/img7/931/89655599.jpg
http://img10.imageshack.us/img10/3232/95673081.jpg
http://img44.imageshack.us/img44/8697/45848653.jpg
http://img44.imageshack.us/img44/2654/54922386.jpg
http://img269.imageshack.us/img269/5227/81842017.jpg
http://img7.imageshack.us/img7/8437/29595782.jpg

You may or may not wish to change these things, but I wanted to put my opinion out there for you. I'm intrigued by the map and will put it up on our server to see how it goes and hopefully get you some more feedback, even though you're already very close to completion.

Hope this was helpful.