Reverb

Sub

L1: Registered
Mar 4, 2009
31
3
Well here it is, my debut map, Reverb.

It is a payload race, meaning each team will push their own cart while defending the other team's cart. First team to push their cart to the last cap point wins.

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This is the Alpha 7 release of the payload race plr_reverb.


Alpha 7 Fixes and Additions:
-Revised the hud entities.
-Added 4 rollback areas (small): at the beginning, through the tunnel, towards the cabin, and at the end.
-Changed final cap area. Added another deck for sentry setup.

plrreverba70001.jpg

plrreverba70002.jpg

plrreverba70003.jpg

plrreverba70004.jpg

plrreverba70000.jpg


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This is the Alpha 6 release of the payload race pl_Reverb.


Alpha 6 Fixes and Additions:
-Added the new payload race HUD and entities.
-Removed the two mid-cap points. I will test it further to see if they can be implemented in later versions.

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Alpha 5 Fixes and Additions:
-Added walls and a house covering the 3rd and 2nd points, making them less open.
-Added an invisible wall, divinding the map in 2 to allow for proper setup time. Once setup has finished it vanishes.
-Added a trainwatcher HUD.
-Fixed some framerate issues.

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Alpha 4 Fixes and Additions:

-Added a completely new area surrounding the 2nd capture point.
-New area accessible through spawn, drop-down building, and planks from the 2nd point.
-Fixed the directional signs when the 1st point is capped. They now go down when the cart approaches them again.
-Added boxes so spies and other players can crash a camping sniper's fun in the nest.
-Added more stairs in the 2nd point.

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Alpha 3 Fixes and Additions:

- Made the respawns an unbuildable place.
- Kind of fixed the carts.
- Added cover from snipers.

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Alpha 2 Fixes and Additions:

- Added doors to spawn.
- Fixed a glitch where the carts would get stuck at the 2nd cp.
- Added a engineer friendly area towards the last cp.
- Split the middle house in two, so that it's not so open.
 
Last edited:

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Alt. download?
 

Sub

L1: Registered
Mar 4, 2009
31
3
Dumb thing isn't letting me edit the post.

mtv: Where do think I got my inspiration from?::p:
 

Ninjilla

L420: High Member
Sep 13, 2008
445
116
One thing I think needs more explaining, or a fix, is I think the 3rd "cart goes down hill" slope (going to what used to be the 2nd cap), because all of it is not a slope, but part of it is totally flat ground, and it still rolls back. With how close the teams can get there, maybe split the downhill movement so it only happens on the slope, and not on the flat part of the platform too.
 

Sub

L1: Registered
Mar 4, 2009
31
3
That slope and cabin will be revamped into a simpler ramp upwards and a crossover in the cabin.