Banana Bay

PLR Banana Bay RC4

  • This map is featured! Our best maps, all together in one place for your viewing pleasure.

Blade x64

Logical insanity
aa
Sep 3, 2009
239
633
Banana Bay - Tropical beach. Train bridge.

Payload race with rotational symmetry centered around a train. Like last stage of Cactus Canyon, but PLR.

Credits to Void and Stiffy for the palms, Fuzzy for the grass/sprites, and NeoDement for the bananas and trains.

20170811095313_1.jpg 20170810224851_1.jpg 20170810225319_1.jpg 20170810225335_1.jpg 20170810224923_1.jpg 20170810225259_1.jpg 20170810225457_1.jpg 20170810225213_1.jpg 20170811093231_1.jpg 20170810224951_1.jpg 20170810225514_1.jpg 20170810225024_1.jpg 20170810225553_1.jpg View attachment 51197
 
Last edited:

Trianon

L1: Registered
Feb 25, 2015
15
14
Beatuful map, interesting concept with the round end where u have to stay on cart and wait for passing train to hit it. There are some noticeable bugs though, for example I get some weird flickering at the spawn room (for a few seconds, when the round starts) and something is wrong with underwater - I see only white screen when i'm diving.
 

Attachments

  • bug.png
    bug.png
    1.8 MB · Views: 658
  • bug2.png
    bug2.png
    99.2 KB · Views: 663

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
The areas where the white sand/grass and the red rock run together looks weird.

Dunno a good suggestion for a solution off the top of my head though. If you do red sand on RED's side, you'd have to blend it with the white sand as it comes toward BLU's side. If you change the red rock to something less jarring, you lose your team transistion that you're going for.

Honestly just losing the team transistion and using one rock texture might be for the best though.
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
Gonna need some Banana Boat sunscreen to ride my banana boat round Banana Bay.
 

Auwi

Certified in best in fun
aa
Dec 12, 2012
188
498
I'm very impressed by the map so far, looks incredible nice

Do have some feedback:
hYTpSQA.jpg

underwater textures not packed or giving an error?


hakLTQo.jpg

seams at the edges of the map under the water


KAYCHxf.jpg

tiny seam going directly out of spawn looking right


ivfqOSX.jpg

nodraw going directly out of spawn and looking up


x8OAG3r.jpg

these rock textures are mirrored + stretched giving it a weird look

1JcpGXS.jpg

coming out of spawn to the right, its hard to notice there is a platform below the cliff, confused me at first


OTHER STUFF: somehow capping as blue made red win? make sure your logic is set up right
 

Blade x64

Logical insanity
aa
Sep 3, 2009
239
633
Beatuful map, interesting concept with the round end where u have to stay on cart and wait for passing train to hit it. There are some noticeable bugs though, for example I get some weird flickering at the spawn room (for a few seconds, when the round starts) and something is wrong with underwater - I see only white screen when i'm diving.

Fixed the water, I forget VIDE doesn't detect $bottommaterial in water. No idea what could be causing the flickering.

I'm very impressed by the map so far, looks incredible nice

Do have some feedback:
underwater textures not packed or giving an error?

seams at the edges of the map under the water

tiny seam going directly out of spawn looking right

nodraw going directly out of spawn and looking up

these rock textures are mirrored + stretched giving it a weird look

coming out of spawn to the right, its hard to notice there is a platform below the cliff, confused me at first

OTHER STUFF: somehow capping as blue made red win? make sure your logic is set up right

Mushed those seams. Had the rock texture like that so the entire arch wouldn't have seams, but changed it anyway. I'll keep an eye on that cliff platform.

As for the wrong team winning, no idea what could be causing that. Logic is right as far as I know, which suggests something funky is going on in the background. Unless I know how to reproduce this bug, I can't do much.

The areas where the white sand/grass and the red rock run together looks weird.

Dunno a good suggestion for a solution off the top of my head though. If you do red sand on RED's side, you'd have to blend it with the white sand as it comes toward BLU's side. If you change the red rock to something less jarring, you lose your team transistion that you're going for.

Honestly just losing the team transistion and using one rock texture might be for the best though.

I'll take looking weird over players getting confused about map sides any day. I want to keep the mostly natural formations aesthetic, and using one rock texture on this map would require me to dress up both sides with who knows what.

I've considered red sand, but it'd look even more weird with the green grass.

This looks... familiar?

I used plr_keystone as a base, but with significant rework to fit the visuals and gameplay I had in mind. Stripped it down and rebuilt it.

perview.PNG

Read the rest of this update entry...
 

Blade x64

Logical insanity
aa
Sep 3, 2009
239
633
-Optimized somewhat
-Clipped some edges to prevent getting caught running backwards or shoved into walls by the payload
-Fixed Red team winning on Blu cap (hopefully)
-Added way to jump back up to right spawn exit
-Widened area around cap to prevent getting stuck and allow moving around the cart
-Added dock
-Added push triggers to palm tops

Read the rest of this update entry...
 

Dadema

L-3: Not very succesful map maker
Jan 27, 2016
163
83
You can still get shoved in the wall by the payload in the underwater cave.
 

Blade x64

Logical insanity
aa
Sep 3, 2009
239
633
20170811093231_1.jpg 20170810225553_1.jpg

-Fixed a clipping issue over the battlements
-Fixed train stuck spot
-Reduced bloom
-Overhauled soundscapes
-Improved horizon details
-Improved beach details
-Touched up displacements
-Updated train models
-Changed train sounds
-Implemented cart sparks when brushing against train

Read the rest of this update entry...
 
Last edited:

Blade x64

Logical insanity
aa
Sep 3, 2009
239
633
-Fixed a few clip issues
-Fixed shadows poking through places they shouldn't have poked
-Made train approaching signal lights more noticeable
-Cut down train crossing ambient_generics from 4 to 3 active at once, let's hope I don't have to cut it to 2
-Made rock arch paths less fragile looking
-Cool beans
-Increased murkiness of water
-Added advertisement for a brand new ice cream flavor
-Displacement touch ups

20170820223120_1.jpg

Read the rest of this update entry...
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
I played your map on snack shack a while back. Was really nice to just jump on the train and get to a destination. Good job
 

YOYOYO

41 crashes and counting
aa
Jul 10, 2017
588
497
Congratz on getting in game. That's what's happening, right?