Deadrun

Vigilante212

L420: High Member
Dec 21, 2008
481
33
New Pics

Alpha 6a is up Map now has a second stage check it out

Stuff im looking for feedback on.

Overall Design
Suggestions for gameplay
Health and ammo placement
Exploits
Bugs


Changes planned for Alpha 7

Detail Area 1+first spawns(40% Done)
Work on cave displacment
Texture area 1(80% complete)
Lighting stage 1
More detailing
Texture second stage(20% complete)
Clean up second stage displacments
Lighting stage 2
 
Last edited:

The Gentlemanne

L4: Comfortable Member
Jun 18, 2009
170
94
looks HUGE man!

I would like to play this.
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
If you're going to bother explaining something is an open window with an opaque texture, I have to ask why. It should accurately reflect what it is going to be without having it completely not do what it is supposed to do D:


EDIT: Or are those merely placeholders because you don't want to go clip-happy on the buildings yet?
 

Ninjilla

L420: High Member
Sep 13, 2008
445
116
One area that worries me is the cavern with the X shaped tracks and how much of a height difference there could be. If one team got high enough before the other, they could hold that ground VERY well.
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
One area that worries me is the cavern with the X shaped tracks and how much of a height difference there could be. If one team got high enough before the other, they could hold that ground VERY well.

Well, hold on - which way do the carts go? One of those screens looks like the carts head downhill, which would actually make this very interesting. Also - it appears that the only entrances to the X-cavern are along the tracks so a team that gets ahead may need to fight through the losing team to get back up/down to their cart.
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
One area that worries me is the cavern with the X shaped tracks and how much of a height difference there could be. If one team got high enough before the other, they could hold that ground VERY well.

Its a race down from the top. there will be alot of blocking along the edges so that hieght advanage wont mean a whole lot.
 

Ninjilla

L420: High Member
Sep 13, 2008
445
116
Oh, ok I thoguht they went from bottom to top. I shoulda asked before commenting, doh :blush:
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
As always new pics at bottom of first post

Finished the top path from the first area to the second area. Cut some windows and placed doorways. Went though and No Drew every non visable surface to cut down on compile time. Im close to finishing all the route work once thats done ill start setting up the final area and mirror everything. If I Get time I hope to have a working alpha sometime next week.
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
Ok so im a bit behind schedule, but no biggy. I got all my displacements created for later molding. Starting tommorow I will be laying down the paths for the payload. Until then check out some new screens.

New pics in first post.
 

Jamini

L4: Comfortable Member
Nov 14, 2008
196
47
My first thought when we played it tonight, as you heard, was that the map itself is VERY open. Scouts and Snipers have a field day on the last point under the sun, with so little cover and that MASSIVE height advantage the defending team gets for the last point. Conversely, the severe lack of any choke-points makes it very hard for sollies and demomen to hold their own. The dim lighting on the first point helps this somewhat, and the middle is perfect, but that last point could be brutal if the defending team had a good sniper or two.

My main suggestion would be to totally remove the rocks in the final canyon area and make them 1-2 story buildings lining the track instead. Leave space around the outside for the open-air classes, but create at least a *little* cover for offensive and spam-oriented classes there so they don't get completely dominated by snipers. (think about how easily I headshotted you and your teammates *three times* with the ambassador when you were trying to play defensive engineer back there, then imagine I was a sniper with 1-shot kills.

I'd also like to see a route directly up to the ramp that leads back to spawn in the second area. It feels like it SHOULD have a way back up, but there isn't (which is irritating, to say the least).

Finally, Get us some spotlights in the cave! It's WAYY too dark.

That is all.
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
It needs more playtime before I determine what to change in the final area. The issue with lighting in the cave will be fixed next patch. I agree though the end area is a bit too open. Thier is a chokepoint though its the tunnel between the first and second areas.