- Dec 16, 2008
- 818
- 245
well this is my entry for the map contest.
Alpha one release
that means all stages, and most of the niggly bits (including custom soundscapes) are sorted out
- one small bug that i'm aware of, and will fix in next version is that engineer buildings remain when the next stages begin, which can lead to a teleport exit being in the previous stage and thus could cause griefing.
so for now i'd ask that engineers be nice and destroy their buildings when a new stage starts.
---------
basically i'm planning to combine plr pipline gameplay with a simplified TC system.
there will be 5 stages in all, 2 bases, 2 intermediates and a middle map.
symmettry will exist over the whole map, but stages will be asymmetrical internally (excluding the middle map).
i'm also avoiding the cross-over tracks as i find them clunky personally.
now although gameplay layout of the levels will be symmetrical, the actual themes will vary somewhat, with red base set on the side of an alpine valley and blu base besides a hydroelectric dam. the reason that i decided to do this is linked to the idea of using trains/trucks as final terminus points. ergo, the idea is that there is a level of travel time between the 2 bases, and the fighting occurs in the transportation hubs between them.
oh and it won't be a night map! i'm going for nice-and-bright (similar to what i did in devil's brew).
although i admit that this is partially due to the fact that i'm having changing locales and i don't think i can get hammer to give me different skymaps + lighting for each area. however, it's mainly cos all the plr maps i'm seeing are night/rainy maps, and i don't think that plr has to be set at night.
Alpha one release
that means all stages, and most of the niggly bits (including custom soundscapes) are sorted out
- one small bug that i'm aware of, and will fix in next version is that engineer buildings remain when the next stages begin, which can lead to a teleport exit being in the previous stage and thus could cause griefing.
so for now i'd ask that engineers be nice and destroy their buildings when a new stage starts.
---------
basically i'm planning to combine plr pipline gameplay with a simplified TC system.
there will be 5 stages in all, 2 bases, 2 intermediates and a middle map.
symmettry will exist over the whole map, but stages will be asymmetrical internally (excluding the middle map).
i'm also avoiding the cross-over tracks as i find them clunky personally.
now although gameplay layout of the levels will be symmetrical, the actual themes will vary somewhat, with red base set on the side of an alpine valley and blu base besides a hydroelectric dam. the reason that i decided to do this is linked to the idea of using trains/trucks as final terminus points. ergo, the idea is that there is a level of travel time between the 2 bases, and the fighting occurs in the transportation hubs between them.
oh and it won't be a night map! i'm going for nice-and-bright (similar to what i did in devil's brew).
although i admit that this is partially due to the fact that i'm having changing locales and i don't think i can get hammer to give me different skymaps + lighting for each area. however, it's mainly cos all the plr maps i'm seeing are night/rainy maps, and i don't think that plr has to be set at night.
Last edited: