PLR Atoll

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Damn. I was hoping it wasn't that. For now... Let's hope that the relative awkwardness of getting up there would balance that out.
It wasn't relatively awkward for Trotim, I'll tell you that much. :p I was this close to telling him to stop hacking because I had no idea where he kept appearing from.

"Gamers don't look up" - Valve
 

3Dnj

Ducks
aa
Dec 21, 2008
288
638
Thanks!

While you're here-ish, is there anyone specific I should give credit to for the Maritime assets. Just saying "And thanks to the Bulletcrops people" feels a tad general.

Wee all worked on maritime assetes so it's ok like this.
 

Tekku

aa
Aug 31, 2008
723
874
plr_atolll_b1​

Gameplay

This map, same as the other payload race map, has the same issue in gameplay. Once one team pushes the cart past the spawns, it's a instant win. Because the other team cant set up new defenses, and also then, it is impossible for that team to get to their cart, as trying to push their own cart will end up in losing the game, due to not being able to defend in the same time.

There are problems with spawn exits being too far from the final area, so it would be good to add new exits or move the current one a bit further, as it will help in defending and attacking.

Another thing that i noticed is that it's sometimes better not to push the cart at all, and let the enemy push their cart to the dynamic element, meanwhile set up a sentry base at the final point, and win the game later on, by not letting the opposite team get to their cart, since destroying the sentries in last area is hard.

And one last thing, that i personally didn't like was the lack of proper height advantage, I somehow expect that to happen, since most of the map takes place inside a building, but still, some proper height could benefit airborne classes. Otherwise, outside area is really neat, offering good height advantage, while inside, close combat classes have an advantage.

Balance

The map is quite balanced, but has the same issue as other contest plr map, once you push the cart past the enemy base you win. Some areas provide more advantage for some classes, while other classes will be in disadvantage. Close combat classes, especially heavies, have some advantage in enclosed area. While in the same time, soldiers and demos will have a hard time.

As i mentioned before, engies can set up a nest in the last area and defend the whole map, but in the same time, there are barely any good sentry spot in rest of the map.

Also, spies are quite powerful, because of the small space, they can easily stab their enemy, and then using one of the flanking routes escape, and do the same thing after a while.

Dynamic element

What i like about the dynamic element, is the fact that it affects both teams in the same time. In this case, while one team manages to push the cart to the element, activating it, they can either wait, or in the same time attack the enemy team, in order to not allow them to push their cart.

Also, it allows for the other team to catch up, and get to the same spot as the other team. And this just means, if you lost the race in the outside part of the map, you can start again inside. As in this case, the inside and outside parts are like 2 completely different maps.

And another thing which i really liked, is that it fits in in the map Aesthetics wise, and i'm sure that it will fit in more once the map is completely detailed, with adding more tracks there and there, showing the other routes, as if the element was a separator.

Aesthetics

Really pleasant aesthetics, actually the map is using a new interesting theme which hasn't been seen before. Detail wise the map looks great, however due to the fact that only less than a half is detailed, it loses a lot of score. But, once the detailing will be finished the map will be one of the best of it's kind. Introducing new and fresh environment.

I would give you a high score, but however I cant, due to the unfinished state.

Some things, that I have noticed:

https://dl.dropbox.com/u/1607727/Contest/atoll/plr_atoll_b10000.jpg
This view reminds me of Dead Island.

https://dl.dropbox.com/u/1607727/Contest/atoll/plr_atoll_b10001.jpg
I really love the attention to small details.

https://dl.dropbox.com/u/1607727/Contest/atoll/plr_atoll_b10002.jpg
Models aren't attached to walls.

https://dl.dropbox.com/u/1607727/Contest/atoll/plr_atoll_b10003.jpg
Really nice usage of available props, fitting in the theme.

https://dl.dropbox.com/u/1607727/Contest/atoll/plr_atoll_b10004.jpg
Right now it seems that the stairs are painted, because of the signage.

https://dl.dropbox.com/u/1607727/Contest/atoll/plr_atoll_b10005.jpg
https://dl.dropbox.com/u/1607727/Contest/atoll/plr_atoll_b10007.jpg
Love the diversity in blue and red sides.

https://dl.dropbox.com/u/1607727/Contest/atoll/plr_atoll_b10008.jpg
This structure on that building looks strange, and i'm sure that that roof couldn't be able to hold it.

https://dl.dropbox.com/u/1607727/Contest/atoll/plr_atoll_b10009.jpg
The elevator has a really messy gameplay space.

https://dl.dropbox.com/u/1607727/Contest/atoll/plr_atoll_b10006.jpg
These small buildings look strange, and also computers don't really fit in.

Performance

Due to the unfinished state of detailing, i expected the map to run good, and it was like that. However, those buildings that are already detailed should have better clipping, because you can get stuck on everything that is sticking out.
 

Malachi

L1: Registered
Apr 25, 2008
2
0
Crashes Client

While we've played this map in the past, it currently causes clients to crash to the desktop.

I guess an update broke it...
 

woodx

L1: Registered
Dec 29, 2012
44
22
but anyway, first screen looks perfect :)

*uck the gameplay i think :D let's make art