Payload race questions

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
After reciveing such awesome information from Dario Casali about his mapping process such as this http://forums.tf2maps.net/showthread.php?t=5196 I decided to shoot off an email asking if he'd be ok with doing something similar based around plr_pipeline.
Sure enough he agreed and would be happy to answer any questions we have about pipeline.

So post them here.
I doubt his mapmaking process has changed since last time we asked but there are pobably specific areas you might want to know about or perhaps some of the problems faced when thinking up alternatives to standard payload and what else was tried.

EDIT: here's the first set of questions if you want to know what not to ask :p http://forums.tf2maps.net/showthread.php?t=4755
 
Last edited:
Jan 31, 2008
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I'd like to know how they manage to make such open and beautiful maps which can keep a good framerate.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I'd like to know the reason behind not having any round time. >.>
 

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
I'd like to know the reason behind not having any round time. >.>

Seconded, lol. I would like to know why they decided to have zero setup time on the final stage.
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
I have a serious question/questions.

Where did they get the idea to use an HUD like they did? Did they start by having the payload stuff work the same way as normal payload but with two bars? Did they start where it rolled back after not touching it for periods of time instead of its current system of rolling down hills?
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
My question: Will they be implementing features seen in pipeline (As in fast roll back when going up hills) on future standard payload maps?
 
Feb 14, 2008
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Now we have a multi-stage PL Race map, in the style of Gold Rush and Badwater, will we get a single-stage PL Race map?
 

cornontheCoD

L420: High Member
Mar 25, 2008
437
70
Now we have a multi-stage PL Race map, in the style of Gold Rush and Badwater, will we get a single-stage PL Race map?

Think about it. If the stage is that large, it wouldn't work (unless done in the style of stage 3 of pipeline). Both teams would push their carts easily until it got to the middle, and then it would stalemate forever.

Anyways, my question, which I'm surprised nobody has asked, is:

What happened with Pipelines crazy development? Why the delay, and why the change to night? Was it originally intended to come out with the scout update?

Alright, I guess that's 3 questions in 1, but whatever :p
 

Lord Ned

L420: High Member
Feb 11, 2008
421
174
Will we see the normal Single-Payload switch over to the Double-Payloads hud? (With the thick bars, the slidebacks, etc)

Why did they decide to add slidbacks? Was it to add challange and make it easier for the losing team to stop/set back the other team?

Why is there no explosion at the end of Pipeline? It's just sound and particles which is pretty cool but so lame.
 

uma plata

L6: Sharp Member
Jan 20, 2009
294
93
How did they decide on the reward system for the first 2 rounds? What advantages does the closer start position on the cart have over say, closer spawn location, or some other advantage in round 3?
 

NovaSilisko

L42: Life, the Universe and Everything
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Feb 3, 2009
502
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Why is there only a particle effect at the ending? :c
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Why is there no explosion at the end of Pipeline? It's just sound and particles which is pretty cool but so lame.
Why is there only a particle effect at the ending? :c
You guys forget badwater didn't have one at first? :p I'm sure something is coming... maybe they just wanted to make sure nothing came up that would require brush changes, because otherwise they'd have to re-render the entire animation to account for different collisions.
 

Mar

Banned
Feb 12, 2009
607
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Why the decision to have 2 very narrow bridges right next to each other at the final point? Even in theory, let alone practice, it is very easy to snipe and spam whoever is pushing the cart.
 
May 23, 2009
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maybe they just wanted to make sure nothing came up that would require brush changes, because otherwise they'd have to re-render the entire animation to account for different collisions.
I doubt it, surely they'd have already tested it enough to know there weren't any huge changed needed?