PL Clifftop b3

Made by Boylee

  1. Boylee

    aa Boylee pew pew pew

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    Here goes nothing...

    This is my entry into the dynamic payload competition, titled clifftop. The map is set in a mountainous, decidous forest and features a steep uphill battle for blue to push their cart of the top of the cliff into the missile silo positioned beneath.

    The map has two elevators, one under the first point and one under the third point. The run up to each point has one rollback zone. There are also forward spawns for both Red and Blue.

    Full changelog.
     
    Last edited: Jul 27, 2015
  2. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Yellow....


    ... and looks interesting. Glad we got your elevators workin'
     
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  3. Fredrik

    Fredrik L6: Sharp Member

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    The area shown in the 4th screenshot looks fun to play on.

    Mmm...Yellow...

    EDIT: I'm happy someone got their elevator working.
     
  4. Boylee

    aa Boylee pew pew pew

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    yes it is very yellow, sorry about that. I underestimated how bright upwards lighting is. I'll change it to something much more muted in the next release.
     
  5. Boylee

    aa Boylee pew pew pew

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    We playtested this last night on playstuff, and whilst most people said they enjoyed it there were some fairly serious problems with the layout between points 1 and 2. I'm currently working on a revision that should address this, hopefully I'll be updating the thread in an hour or two...
     
  6. Boylee

    aa Boylee pew pew pew

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    Updated! Now with at least 80% less eyebleed. :D
     
  7. Boylee

    aa Boylee pew pew pew

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    It's just occurred to me that whilst building the new second and third points I forgot to put in a flank for second. I'll update to a2a when I get home. If there's anyone out there who was planning on playing this, don't go playing this version. :p
     
  8. Fredrik

    Fredrik L6: Sharp Member

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    You can shoot down at blu's first spawn from the final cp.
     
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  9. Boylee

    aa Boylee pew pew pew

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    I have no idea why that didn't occur to me. I'm such an idiot at times. Thank you for pointing out that blatant, yet shamefully overlooked fact.

    I can't think of a neat way to fix it right now so it'll just be a block bullet brush for the meantime.
     
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    Last edited: Jan 23, 2012
  10. Boylee

    aa Boylee pew pew pew

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    Updated to a3.

    New screens in the OP.

    25/01/2012 - A3 released
    + fixed red being able to shoot into blue spawn
    + added a roll back zone and a building to the final cap
    + added a building to divide the final area in two
    + redesigned cp3 to be more porous
    + redesigned cp2 to add flanks for the attackers
    + reduced blue's respawn times between cp2 and cp3
    + moved red's forward spawn further back
    + swapped out some brushes for props in the first area
    + moved some doors and cover around in the final area to try and help the defence
    + other little things I've since forgotten
     
  11. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Heh, don't feel so bad. RED can shoot pipes and rockets into BLU's spawn during setup time on upward. You're not the only one to overlook such things.
     
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  12. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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  13. Boylee

    aa Boylee pew pew pew

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    Thanks for the feedback guys, I've updated to a3a to address the more glaring issues (shooting into spawn and such). Full changelog and download are in the OP.
     
  14. Prestige

    aa Prestige im not gay anymore

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    the first 3 points were very much a roll by blu. the travel times between the points looked a bit low, maybe walk times or something (should plan where blu and red meet at each area).

    the last point really stalemates and is always an upward push it seems. i think the white roof needs to be raised + clipped or maybe just part of it.
     
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  15. Boylee

    aa Boylee pew pew pew

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    Sorry, which one do you mean by the white roof? The middle one in the 5th screenshot?
     
  16. TheKieranator

    TheKieranator L6: Sharp Member

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    I think he means the slanted one coming off of Red base.
     
  17. Boylee

    aa Boylee pew pew pew

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    Updated to A4:

    + removed red's alternate spawn at last point
    + adjusted building heights and clipping around last point
    + adjusted health and ammo placement around last point
    + added space and a flank around the last track corner
    + adjusted spawn timers, blue now start with slightly longer timers that are reduced at caps 1 and 2
    + added a little loop to the track just before cp_2
    + locked the high shortcut door for the flcnk at cp 2 until that point is capped
    + fixed people being able to get into the second area through a window

    I'm contemplating completely redesigning the final cap point area to be an interior instead of an open area, that and moving the red spawn back from the point a bit.
     
    Last edited: Jan 29, 2012
  18. theharribokid

    aa theharribokid

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    This was the one thing I liked about the last cap area
     
  19. tyler

    aa tyler snail prince, master of a ruined tower

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    Harribo always likes the old versions of things more.
     
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  20. Boylee

    aa Boylee pew pew pew

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    I'm fairly certain that a5 is going to see a major overhaul of that last point, it just doesn't feel right at the moment.