Dervish

Smashman

L3: Member
Mar 14, 2009
118
64
logo.png


A 3 stage, industrial themed Payload Race, featuring open spaces, long sight lines and curving corners.

This shall be my entry for the 2009 PLR/CTF Contest.


June 15th

Drawn up some plans, which i will clean up in photoshop.
These were really for me to understand. So I could get my head around them. Not for public release.
Please be critical, as this is my first major mapping project.

August 12th

Released Alpha 1.

Thanks

KNOWN BUGS
Need to nobuild the Window awnings
Need to increase the size of the respawnroom brush, to cover the sniper deck.
Some bugs with the cart at the beginning, need to test this.
 
Last edited:

Smashman

L3: Member
Mar 14, 2009
118
64
Thanks Bobo.

I'll watch the demo again and note the stuff down.

And I've noticed people have that bug with dustbowl and everything so I doubt it was anything i did.
 

PenPen

L5: Dapper Member
Apr 24, 2008
207
136
I'll just say that the map is really open as of now. Also in regards to that sentry spot, if that sentry is at level 3, it's not very easy to take out. Normally it's hard to push the cart when the other team puts a sentry on the left and right hand side of the map (like the round we did when red's cart was stuck).
 

Smashman

L3: Member
Mar 14, 2009
118
64
The above has been noted.
And I have fixed a few of the errors already.
Cheers guys.
 

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
Too open in all areas, needs alot more cover and some sidepaths.
In the middle, there's no other route, only sniper zones and middle zone.
And it's kinda dark in middle area.

Also, the cart seems to get stuck in the cart sometimes.
 
Aug 19, 2008
1,011
1,158
you´re off to a good start

nevertheless dito antonJ3000, the map is to open
1. you have hardly any control of the gameflow when you have such a vast area, narrow down the playing field, the open space you have in the starting areas needs some reinvention
2. i really hated all the windows, never knew where i would get headshotted from next. it was like 2fort-sniperdeck x3
3. if you keep it open like that you will have a hard time detailing without major fps-losses, block visibility more efficiently
the middle section should work as a seperator for seeing the other side
4. gotta say, i didn´t like the spawn, took way too long to walk out, and the stairs leading up to the sniperdeck are unintuitive
 

Jimmy

L420: High Member
Jul 6, 2009
421
228
plays quite well Id say, I got stuck on the cart tho :| lol. Needs a side rout or two and a bit more cover but shaping up well.