PL Clifftop b3

Made by Boylee

  1. Boylee

    aa Boylee pew pew pew

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    Took me a while...

    07/02/2012 - A5 released
    + redesigned layout of cp4
    + reinstated alternate red spawn at cp4
    + condensed flank leading up to cp4
    + adjusted track run-up to cp3
    + added respawn visualizers to doors seperating each area
    + changed the cart gates so that they open for red players
    + reduced red's initial respawn wave by 2
    + added 1 second to red respawn wave on cap at cp1 and cp2
    + tweaked lift logic to make it smoother at the top
    + roughed out basic blue spawn detailing
    + fitted the trigger_hurt below the clifftop to the surrounding geometry
     
  2. Boylee

    aa Boylee pew pew pew

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    So I decided to merge all the smaller rollback zones into 4 large ones. The reasoning behind this was twofold, it makes the HUD work and it also makes it less easy for blue to roll through the first 3 caps.

    I've also removed the doors that locked off the next area from the attackers at each cap point, they were doing more harm than good.


    10/02/2012 - A6 released

    + Condensed all of the smaller rollback zones, each area now has one large one instead
    + removed the red only doors that separated each point
    + moved some cover and health and ammo
    + rejigged the rooms to the right of the first point
    + tweaked the red spawn cover at the last point
    ~ stuff I've forgotten
     
  3. Fredrik

    Fredrik L6: Sharp Member

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    My brother and I played 2 rounds on the map with bots yesterday. Both of us enjoyed it!
     
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  4. Harribo

    aa Harribo

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  5. Boylee

    aa Boylee pew pew pew

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    Stuck as in wouldn't go either way or just wouldn't roll back?
     
  6. Harribo

    aa Harribo

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    wouldn't roll back
     
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  7. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    I think that happens if you disable/remove the path_track at the bottom of hill, and you have the upper path_track just a lliiiiitle bit over the edge.
     
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  8. Boylee

    aa Boylee pew pew pew

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    Well the path_track at the bottom isn't disabled at any point but the path_track at the top was one unit over the lip of the slope. Taking a look at fixing it now.

    At the moment Red can't stop the cart by physically standing next to it. I have no idea how or why it would happen (being a payload entity nub). The entity setup I'm using for the cart itself is straight out of ABS's resource pack so I can only guess that I've done something with the lifts that has stopped it working. Does anyone have any ideas what it could be?

    EDIT: fixed. Not sure what was wrong but rebuilding the cap point entities fixed it. Thanks for the help doom.
     
    Last edited: Feb 15, 2012
  9. Boylee

    aa Boylee pew pew pew

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    Fairly major release to fix some of the significant bugs.

    I'm still having problems with my elevators though. I can't get the cart to sit nicely when an elevator recedes to the bottom. Every time this happens the cart tweaks out and an error in console pops up saying "bad setangularvelocity" relating to the func_tracktrain with what looks like a string of coordinates at the end. Anyone have any ideas what's causing this?


    16/02/2012 -A7 released

    + fixed red not being able to block the cart (HURRRR DURRRRR)
    + redesigned third cap building to make it more logical and flow better
    + dramatically increased the height of the right flank at cp3
    + added some high ground at the rear of the third cap staging area
    + added health to the middle ground of the area between cp3 and cp4
    + refactored elevator entities to fix sound (cart movement on lift still bugged)
    + fixed red players getting stuck in the spawn door that locks after cp3 is capped
    + tweaked the routes out of cp1 cap structures
    + removed the shortcut door between cp1 and cp2
    + added a trigger_hurt to the underside of the elevators
    + fixed broken rollback on the run up to cp4
     
  10. Boylee

    aa Boylee pew pew pew

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    Gameday bump.

    Anyone have any thoughts?
     
  11. Wilson

    aa Wilson Boomer by Sleep

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    I think you should take a look at some sightlines on the map (Mainly on cp 1 and 2 area.)
     
  12. Boylee

    aa Boylee pew pew pew

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    Any chance you could give an example please?

    I'm not aware of any that are too overpowered, I don't snipe a great deal though.
     
  13. Wilson

    aa Wilson Boomer by Sleep

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    I am not that great sniper but i could easily sniper enemies with nothing to worry about as defender from:

    - The gate leading to cp2 overlooking first area where setup gates are.
    - All small windows for defenders at cp2 have good overview of entire cp2 outdoors area for snipers and because the windows are so small, they give sniper a lot of cover.
    - Standing on cp2 you had few narrow but rather long sightlines, unless there is no defence left at cp2, sniper can pretty easily stand back there and snipe people pushing cart.
     
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  14. Boylee

    aa Boylee pew pew pew

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    Cool, thanks for that I'll take a look and see what I can do to cut down on the sightlines you mentioned.
     
  15. Boylee

    aa Boylee pew pew pew

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    25/02/2012 A8 released

    + rebuilt payload elevators from scratch, they should work fine now.
    + moved points to the bottom of each elevator
    + fixed red forward spawn... I think
    + tweaked cover and track layout before cp2 to reduce sightlines

    Going to start putting in displacements and optimising next, as I'm reasonably happy with the layout at the moment.

    Things to address from last night's test:
    ~ Red respawn at last is way too short.
    ~ Sniper spot on right building needs nerfing a bit
    ~ triggers on gates in front of lifts should not be team filtered
    ~ blue can built in initial spawn
    ~ people are still getting stuck in red's forward spawn door
     
    Last edited: Feb 26, 2012
  16. Boylee

    aa Boylee pew pew pew

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    Unless any more major bugs are found this will be the last untextured version. Next thing to do is the first art pass and then optimisation.

    26/02/2012 A8A released
    + adjusted spawn times across the map
    + removed snipers spot at last point (right building)
    + removed team filter on gates in front of lifts
    + added a touchtest on the door trigger at red forward spawn

    26/02/2012 A8B released
    + added more doors to block defenders heading to last point from forward spawn
    + fixed red spawn shortcut not closing properly
     
  17. Boylee

    aa Boylee pew pew pew

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    IT'S NOT DEAD

    + have some hammer screenshots:
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    [​IMG]

    One week left to place props, light, and clip the whole fucking thing. Oh and I haven't even touched the 4th stage yet. Sometimes I hate having a full time job.


    aaaaaaaaaaaaaaaaaand it's 3:30 am. i have to be up for work in 4 hours. ={
     
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  18. Boylee

    aa Boylee pew pew pew

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    So I chucked out an initial beta release tonight and had a little impromptu over at playstuff. Here's a link to the map if anyone's interested. I'm going to do a proper release tomorrow with some stuff fixed up (in true last-minute style).
     
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  19. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Doing a quick run through, you have a LOT of dark zones... a LOT of dark zones, which is really kind of a buzz kill on the visuals you have.
     
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  20. Boylee

    aa Boylee pew pew pew

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    Yeah I agree, the lighting pass I did was really minimal. b0 was just a test to make sure the map was still functional. Adding more lights is something that I'll be doing for b1. Skybox is also all sorts of fugly in places so I'll be (attempting to) fix that up too.