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PLR Banana Bay RC4

Tropical beach. Train bridge. Tense battle.

  1. Blade x64

    aa Blade x64 Logical insanity

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    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.

     
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    Last edited: Aug 11, 2017
  2. Trianon

    Trianon L1: Registered

    Messages:
    15
    Positive Ratings:
    8
    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.
     

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  3. Muddy

    Server Staff Muddy Muddy

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    This looks... familiar?
     
    • Agree Agree x 2
  4. EArkham

    aa EArkham Necromancer

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    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.
     
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  5. Nicky

    aa Nicky Lets try something new!

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    1,698
    Gonna need some Banana Boat sunscreen to ride my banana boat round Banana Bay.
     
  6. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    Hey wait a second. Didn't this map have a medieval theme before?
     
  7. Auwi

    aa Auwi Certified in best in fun

    Messages:
    188
    Positive Ratings:
    513
    I'm very impressed by the map so far, looks incredible nice

    Do have some feedback:
    [​IMG]
    underwater textures not packed or giving an error?


    [​IMG]
    seams at the edges of the map under the water


    [​IMG]
    tiny seam going directly out of spawn looking right


    [​IMG]
    nodraw going directly out of spawn and looking up


    [​IMG]
    these rock textures are mirrored + stretched giving it a weird look

    [​IMG]
    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
     
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  8. Blade x64

    aa Blade x64 Logical insanity

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

    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.

    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.

    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.



    Read the rest of this update entry...
     
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  9. Blade x64

    aa Blade x64 Logical insanity

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    -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...
     
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  10. DaDema

    DaDema L-3: Not very succesful map maker

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    86
    You can still get shoved in the wall by the payload in the underwater cave.
     
  11. Blade x64

    aa Blade x64 Logical insanity

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  12. Blade x64

    aa Blade x64 Logical insanity

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    • Like Like x 4
  13. Sergis

    aa Sergis L666: ])oo]v[

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  14. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    THE CHECKERBOARDS ARE WATCHING ME
    20170713093552_1.jpg
     
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  15. Blade x64

    aa Blade x64 Logical insanity

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    -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...
     
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    Last edited: Aug 11, 2017
  16. Blade x64

    aa Blade x64 Logical insanity

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    • Like Like x 2
  17. Blade x64

    aa Blade x64 Logical insanity

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    -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



    Read the rest of this update entry...
     
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  18. Crash

    aa Crash func_nerd

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    COOL BEANS
     
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  19. Tuaam

    Tuaam L6: Sharp Member

    Messages:
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    Positive Ratings:
    190
    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
     
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  20. YOYOYO

    YOYOYO L7: Fancy Member

    Messages:
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    233
    Congratz on getting in game. That's what's happening, right?
     
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