PL Batteringram a5_fix

Medieval payload with a large battering ram as the cart

  1. F4NGS

    F4NGS L1: Registered

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    Batteringram - Medieval payload with a large battering ram as the cart





    Medieval themed payload map. The Blu team has to push a large battering ram over a bridge, through the woods, past the city guard post, through the town center, then finally to the front doors of the Red team's castle.

    The battering ram is pretty much a surf ramp on wheels, roughly the size of Li'l Chew-Chew from pl_frontier without the platform on the back. the dispenser trigger is only towards the back.

    Hopefully the structure and concept of the map works.

    A1
    The battering ram tends to teleport the player away from it when the player is walking into it. I have to figure out how to fix this problem.. if anyone knows plz help. maybe I can have a real battering ram prop at some point.

    I'm hoping to see the triangular shape of the battering ram be used for demoknight charges. Though, it still teleports the player away atm so its pretty glitchy. Also the 45 degree angles might be alittle too step, I was thinking of adjusting them. I was able to pull a few off, but not really consistently.

    I feel I still have to develop / fully flesh certain areas for this map, though I think it's at least ready for a playtest. the logic should be all good. Also I still have to work on optimization. hint and skips are so confusing to me. I just spent the last 5 hours trying to make them work with little results. The town center especially.. for some reason things far way, from the other side of the map are getting rendered and im not exactly sure why.



     
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  2. FRAЭR

    FRAЭR L2: Junior Member

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    Good idea , but i found some mistakes in your map

    1.png 2.png

    3.png (This door is just aesthetics mistake)

    4.png 6.png

    Have you completly compiled your map ?
     

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  3. F4NGS

    F4NGS L1: Registered

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    - that disappearing fence is because im bad at hint and skip >.<
    - oh yea i was going to make wood spawn doors i forgot.
    - those 3 errors are from the same frontline door prop. thats weird it didnt get packed.

    thanks for running around the map and leaving feedback ! c:
     
  4. Messing Around

    Messing Around L5: Dapper Member

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    wow, look pretty cool
     
  5. F4NGS

    F4NGS L1: Registered

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    A2
    - changed metal shutter doors to wood
    - fixed disabled shutter door trigger for the blu forward spawn
    - fixed visualizers for 2nd red spawn
    - packed the error door (it wasnt a frontline prop btw)

    Read the rest of this update entry...
     
    Last edited: Feb 23, 2017
  6. F4NGS

    F4NGS L1: Registered

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    A3
    I made lots of little tweaks on the map and worked a lot on optimization. The area between the first and second cp is large and open so optimizing this is tricky. especially since you can see some things over the guard tower wall, and through the gate and windows. I still feel kind of lost when using hint and skip, though what I have added has helped.

    so while running around the map with 23 bots on it, I'm getting around 250-200 FPS in well optimized areas and then around 170-120 FPS in other areas.

    Read the rest of this update entry...
     
    Last edited: Feb 23, 2017
  7. B!scuit

    B!scuit L3: Member

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    hey uh, your a3 download is a nav file, not the bsp. was that intentional?
     
  8. F4NGS

    F4NGS L1: Registered

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  9. F4NGS

    F4NGS L1: Registered

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    nope. i just fixed the download file. thanks for letting me know.
     
  10. F4NGS

    F4NGS L1: Registered

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    Had a playtest with a positive reception and alot of good feedback for the map. The biggest issue players had was the lengthy travel time from spawn locations to the actually battle. I made several changes to address this.

    Having medieval mode and payload in the same map creates an interesting dynamic and I still feel I need to work on balancing out the structure of the game mode atm. Medieval mode seems to work best in a fast pace / close quarters environment. when payload relies more on chock points / respawn times.


    A4
    - reduced setup time by 30 seconds (now 40 sec setup)
    - increased capture zone on battering ram
    - moved red team's 1st spawn to where the blu's 2nd spawn is.
    - when first cp is captured blu team's spawn locations get moved up in the wood fort (so there's less time to travel)
    - moved blu 1st spawn resupply lockers
    - clipped gate trim on guard tower / trim gets disabled when cp is capped so there is room for players to move on the side the battering ram
    - added particle effect when 1st cp is capped so it looks like the gate is being destroyed
    - change firey exposion particle effect to wood being destroyed particle effect at last
    - moved red team's spawning locations closer to the spawn exit on last
    - moved resupply lockers in red's last spawn
    - added more ammo packs at last
    - added more fire for huntsman arrows around the map

    Read the rest of this update entry...
     
    Last edited: Feb 26, 2017
  11. F4NGS

    F4NGS L1: Registered

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    again one of the biggest issues with the map was the amount of time it took to walk from a spawn location to the actually battle. I added in a forward spawn for blu after capping the first point (which was highly recommended in the feedback). Also spawn timers were an issue. Players didn't like the long waiting time between lives, especially for a medieval map. I looked at detrootkeep spawn timers and they are very low. blu is 0 sec and red is 3 sec. I'm going to try these times in this next version, though spawn timers are an important aspect of balancing payload so I feel will have to tweak them in future versions.

    In the 2 playtests that happened I did not see a single sniper go on top of the gaurd tower's sniper deck. maybe because its not the most obvious route to get there. So I more direct route, a ramp right outside of red's first spawn that leads up there.

    A5
    - Added forward spawn for blu when the 1st cp is captured
    - Increased setup time by 20 seconds (now 60 secs)
    - Added more arrow signs
    - Simplified blu's 1st spawn
    - Changed red's respawn time from 9 seconds to 3 seconds
    - Changed blu's repsawn time from 3 seconds to 0 seconds
    - Added a ramp for a more direct route to the top of the gaurd tower
    - Increased speed of gaurd tower gate
    - Made sound of moving gate on gaurd tower to ambient_generic and lowered volume
    - Added staircase near the fountain for a more direct route for the red team when they are coming from there 2nd spawn location
    - Added lots more health/ammo packs around the map
    - Add platform/stairs connecting to stairs that lead to gaurd tower sniper deck
    - Removed bottom sniper window room in gaurd tower
    - Removed route that lead from the inter gaurd tower to the town center
    - Better water texture

    Read the rest of this update entry...
     
    Last edited: Mar 1, 2017
  12. F4NGS

    F4NGS L1: Registered

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