operant

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
pl_operant is a payload map, in a similar style and set up to badwater. the map however adds a new twist to game play, inspired by the failed "pl_switch", players are offered a choice of 2 different routes per cap. The first split in the track offers no game play change, as it is designed to act as an example. however as the round progresses, the tacks change, some routes are easier, some constitute different game play styles. This addition increases the need for brute strength as opposed to turtling to stop the cart. as well as this, high rate espionage can be used to send the cart into a death trap, or lead to avoidance of such (An important thing to know, as red team have more choice of the direction of the cart for the final capture point.


Anyway, as far as I know, there is only one bug, which is that the HUD does not show the final capture point, but still works perfectly fine.

Please comment on the gameplay. This was really a test to see if the idea would work in practice. I plan to work on this map more, after the completion of cp_caldera
 
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Zanpa

L4: Comfortable Member
Jan 17, 2009
164
43
What is the way to chose which track will be used ?
You don't mention this. Downloading right to now, to see how you did that.
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
What is the way to chose which track will be used ?
You don't mention this. Downloading right to now, to see how you did that.

You just stand within the area which is cordoned. (E.g. there are two cordoned buttons, one on the left and the other on the right, stand on the left one to go left, or stand on the right to go right)

EDIT: After playing it several times, I have come up with these notes of improvement:
Light --> Increase
make A easier to cap/ less open & sniper fest
Health/ammo
Respawn time waves for A.
make it clear where to go
Remove the alert system
 
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Zanpa

L4: Comfortable Member
Jan 17, 2009
164
43
I ran through it quickly, and this has the potential to be a very good map.
I like the way you show which track is chosen, with the arrrow panels.
The final explosion is fun :D

I had one expectation, it was to see if the switch system was actually useful. I mean, if RED can defend the point itself, then tehy wouldn't have to defend one of the paths. But you managed to make the points open and difficult to defend, which is a good thig.

I don't know if this was intented or not (I'm not even sure you thought about that), but if the cart rolls back, you still can't change the track.
I mean, if it goes on the left track, then comes back (because it's not pushed) before the switch, you can't open the right track.

The only problem I see is that you can't see really well which track is blocked and which is opened if you don't see the arrows.

If I can put a quick suggestion, I think that the switch for each part (except the first) shoulld be accessible by both teams. It would create another fight at this place, not only at the cart.
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
I don't know if this was intented or not (I'm not even sure you thought about that), but if the cart rolls back, you still can't change the track.
I mean, if it goes on the left track, then comes back (because it's not pushed) before the switch, you can't open the right track.

Yes, that was an intentional effect, so that red team feels more inclined to secretly spy switch, and rewards them for doing so. if they have a set up on the left per say, and the spy secretly switched the track to the left, and the cart rolls past the point. Blue team now have to push past the encampment, as a punishment for letting the spy switch the track, and rewarding red for espionage. it also means blue cannot go (if cases like that does happen) "Oh lets leave it for 30 seconds, and change the path back to get the easy route"

If I can put a quick suggestion, I think that the switch for each part (except the first) should be accessible by both teams. It would create another fight at this place, not only at the cart.

Well, with this game mode, there is no real way to get it, as blue team will often stay clustered around the cart, and red will stay around choke points or, as far forwards as possible. I think the location of them is good now, but it'll require more testing.

The only problem I see is that you can't see really well which track is blocked and which is opened if you don't see the arrows.

This is the one major problem I'm having at the moment, I was thinking of having text up saying stuff like "Split two has been changed to the right" ect. but again, that will only be temporary and detracting. I have tried to put small blocks in the path to show which way is sealed off, but again, they are small and pretty much insignificant, I would use bigger, but then it would be odd to see the things clipping through the path. so yeah, I dunno what to do :L
 

Zanpa

L4: Comfortable Member
Jan 17, 2009
164
43
What about something like that on the tracks ?
(Ignore the man, I found this image on Google :bored: )
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
Possibly. I was thinking about using non solid respawn visualisers
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
http://files.getdropbox.com/u/1045640/pl_operant_a2.bsp

Version A2 is released. Not really a great deal changed, just some more snazzy effects, and a few minor fixes.

A few arrows have been added but not many due to the fact that I can't see where the problem areas are, it's pretty obvious if you follow the track and use logic. if you post screens of where you think there should be arrows, then it will help greatly