Solitude

Solitude b1

pitto

L3: Member
Feb 17, 2009
109
73
SOLITUDE BETA 1.0
(plr_solitude_b1)

The beta version is finally here.
Note that this was slightly rushed to get it out in time for the contest.
As such there are some areas that could use some more detailing and lighting tweaking. Also the custom submarine models are still textured in plain team colours.

_______________________
Special thanks to:
  • A Boojum Snark for his game mode entity setup and additional entity advise.
  • Youme for pakrat trouble shooting.
 
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pitto

L3: Member
Feb 17, 2009
109
73
Overviews as requested:
Round A
picture.php

Carts start by moving between the cliffs to the left and right of the middle
The tracks cross in an 'X' shape in the middle
It is a bit hard to see, but the tracks move through the building at the bottom
Finally emerging at the spawns on the left and right

Round B
picture.php

Carts start inside the building, you can see the start line for the 1 position (0 position is obscured underneath a catwalk (but it is slightly further down from the respective 1 positions)
From the start the paths join together and progress outside, going up a ramp to get over the train tracks (crosses in the light gray building at the top)
Track goes in the enemy teams building (now on upper floor)
Progresses through, eventually to outside
Huge ramp down towards the cap points
You cant really see the cap points but they are below the B signs
 

Efhan

L2: Junior Member
Jun 13, 2009
82
19
Just one question, on a picture theres a hanging container, wheres that on the overview. (It cuold have been hidden by something over it)
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
I think it's on the second part, lower center. Red container under the white pole.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
The final point is really awesome, but it's a bit... troubled.

When the cart starts rolling down, 90% of the team starts camping in their bases and the remaining few hopelessly try to sneak past the impenetrable Sentries of the other team. I think the main problem is with the carts' speed - they should roll much faster, so it will be harder to defend them.

I entered the server just early enough to experience the very end of stage 1, so... I can't say a lot about it. My first impression was that it seemed to focused around the middle somehow. I never felt an incentive to go for the cart. But then again, I only got to run around for a minute or so. :S
 

Delusibeta

L3: Member
Mar 21, 2009
100
14
Actually, I liked this map.

The first stage I think needs widening, it's a bit spammy and generally tight. It's a nice idea, having a figure of eight, and finishing it the enemy's base.

The second point needs work. I liked the centre stage, but once the cart entered the enemy base it becomes really difficult. I think the track goes too close to the enemy spawn. I also think there needs to be more exits in the spawns, as being killed by a passing pyro as you exit is no fun. Finally, the last section with the self-pushing cart really should be relegated to a capping animation. Standing in front of the cart to stop it moving is no fun, and it allowed a pile of sentries to be built by the cart.

Overall, it's a good start, but it definitely needs work.
 

captainAngry

L420: High Member
Feb 1, 2009
434
247
Got a chance to play this last night. It was a lot of fun. It is actually the highest rated PLR map on our server right now. The last hill with the breakpads works well. I love standing behind the cart in PL maps (no one ever sees you there) and it kind of forces the team to defend since the cart moves forward on its own.

I don't remember anything nagative about the map but we grabbed a few demos last night. Let me know when you update because I am definately looking forward to it.



 

pitto

L3: Member
Feb 17, 2009
109
73
Alpha 2 is finally out, I wish it was sooner, but exams took a lot of my time

Now I am finished exams hopefully I will have some more time to get the gameplay right and then start detailing.

Some more screen shots can be found here
 

pitto

L3: Member
Feb 17, 2009
109
73
Alpha 3 is out, is in tomorrow/today's game day

Changes:

Alpha 3 released 15/07/09
-Round A Started Detailing
-Round A removed accidental duplication of health and metal
-Fixed getting stuck in 1 way doors
-Added 3D Sky Box
 

pitto

L3: Member
Feb 17, 2009
109
73
Alpha 4 released

Changes:
-Round A changes to part of the track that went through building (now is outdoors + less convoluted)
-Round A more detailing (mainly red spawn)
-Round B Small changes aimed at giving an engineer defence position, and making it harder to spawn camp
-Round C Totally Changed (was way too convoluted/complex for players)
-Fixed 'Pyro Eating' One way doors (hopefully this time)
-Put tf2maps poster back in (accidentally got lost during changes)
 

PenPen

L5: Dapper Member
Apr 24, 2008
207
136
I love stage 1 and 2 as they are fast, intense and definitely plays very well.

My only qualm with stage 3 is that spawns seems rather easily campable, both exits are basically next to the enemy's tracks.
 

Zanpa

L4: Comfortable Member
Jan 17, 2009
164
43
Very good map :)
The "rolldown" parts in last stage are not shown on HUD, but I don't think you can do anything about it...
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
As fear said, the platform in the setup area's allow you to get outside the setup gates. I could get up there as scout, soldier and demo all within setup time and get to the enemy setup area within setup as well.
 

pitto

L3: Member
Feb 17, 2009
109
73
Yeah I face palmed when I realized how people were getting past the setup gates - such a noob mistake ... well I guess this is my first map that is quite likely going to be finished
 

pitto

L3: Member
Feb 17, 2009
109
73
Its been a while, so just to prove that this isn't dead, some teasers for b1
3909454530_21b814426b.jpg

3909454390_696b748245.jpg

3909454278_e68366d5da.jpg

With any luck I will have b1 out before the contest is over :)