Congo

SD Congo a4

  • Site Migration: See bugs? Report them here. Want something changed or have an idea? Suggest it here.
Mar 20, 2012
391
A jungle-themed Special Delivery map!

Credit:
Sean 'Heyo' Cutino for his 'jungle' assets from Borneo.
Dr. Spud for his 'Vineyard' assets.
Fubar for his WaterFX pack.
Psy for his altered rain/snow particles pack.
 
Last edited:

colacan

L5: Dapper Member
Apr 14, 2012
235
Sounds good. I'm interested to see what you'll come up with on the platform. It can be a pain in the ass on Doomsday to defend it for a while.
 
Mar 20, 2012
391
I started blocking this out last night. Here's an early teaser of the point:
31243C54C6E508DCAB38ED174BA1605446996026
 
Mar 23, 2010
1,846
making rocket start at the lower ground is definitely a good idea, but why not take it further than what looks like 96 units?
 
Mar 20, 2012
391
It's 128 units. I'm trying to achieve the difference between making it easier for ground level people to get onto the rocket and turning the whole area into a spambowl.

It would easy to change it to 192 if testing permits it.
 
Mar 23, 2010
1,846
ya, 128 should be just fine. i'm just a big dummy.
 
Mar 20, 2012
391
Mmmkay. Did quite a lot of work on this the last few days. Should be ready for a game day pretty soon.

349B0F77E821E73B4363619A0C5A7C92C4A4BAC8


D229518A65644B94EBB8DACD52958F9EAE578C9A


4F5BC630F41627BFACDD81AFA92871645224699A


AE9DB01D964396F65983F9BF792A5788CA70D293


35B8EA9400440F5D6104ABF86D03D71A2E091EB8


D6CFBD1890BCC9786AF920B7C13C498D7FE05466


As for gameplay mechanics - I'm going to test the map where the Austrailium return rate is 7 seconds (~50% of the current return rate). I might test it with a faster elevator. I want to see how difficult it is to capture first.
 
Mar 20, 2012
391
Okay, a download is up. Hopefully it will work. PackBSP was acting really odd with me all night - sometimes allowing the custom trees to show up and sometimes not.

If someone can check it out and make sure the trees (there's only 4 of them atm - I only did ones that are in the actual game space) are working, that'd be awesome.
 

colacan

L5: Dapper Member
Apr 14, 2012
235
I like it. Spawn area reminds me of Doomsday though. I think a rocket launch facility in a jungle like setting can be nice, so I would like to see where this will go.
And the trees are working.
 
Mar 20, 2012
391
Yay. Thanks for the check-up. It's kind of hard to deviate from the way Doomsday sets up its spawn/spawn routes because it makes a clear distinction between what areas you want to go. Other than how they physically work, it's aesthetically placeholder and won't look anything like Doomsday's spawn area once I'm done with it.

Doomsday is quite aesthetically boring to me. I'm going to give Congo some aesthetic pizazz.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,108
SD and PLR have the same issues with spawns, in that they are "long" maps, where players will want to spawn at each end of the cart/flag path. SD has an additional issue in that the flag can't take a route too close to one player's base.

In Atoll, i tried to solve this by curving the map around, offering shortcuts, and having two seperate doors. Fundamentally, all valve maps tackling this- Pipeline stage 3, Hightower, Doomsday- do the same thing. It's bad, but its closer to working than anything else.
 
Mar 20, 2012
391
Interesting.

Congo has three routes running out of spawn at the moment: one that leads to a medium platform at the rocket area, one that leads to a balcony over the austrailium and one that drops off at around the half-way point (although a bit closer to the rocket as I assume most of the map's combat will gravitate towards the rocket.

The only other thing I could come up with in terms of how to lay out SD spawns is by having two spawn rooms: one that is active while the flag is picked up (closer to the rocket) and one that is active while it is not (closer to the flag spawn).

The problem there is that it really dryly cuts up the gameplay and can make alternate strategies more difficult. What if a scout coming from spawn wanted to get into position to pick up the flag as the current flag carrier is getting focused by the rest of the team? It'd be a more convoluted and intricate journey for him.

So, we'll see. I want to see how the map plays before making layout changes.
 
Mar 20, 2012
391
The playtest went pretty well.

I'm making a few gameplay changes - nothing too drastic:

I want to increase the route potential between the two areas so certain entrances aren't as choke-able. Flag carriers had a pretty hard time staying alive, so I'm placing an entrance here so player movement is a bit less predictable.
29D33CB00FAB24F2DFAA3DF1F9BB9323317F657D


Due to this change, the two medium health packs were too close to each other. I've downgraded the one closer to the Austrailium to a small health/ammo.
74024D1362F197ECA762BFCE30F0B1C51171DEBE


However, I still want a medium health pack accessible to the middle of the map. So, I'm placing a medium health pack and moving the two small ammo packs in the area to here.
DA622B25E03DEC0B9CBFF311105C890F09F2EB25


Lastly, I increased the width of the rocket area staircases from 128 to 160. This should make it easier to jump from the middle ground onto the rocket.
CC3D43B20DBC5056BF4897BE19BBC67AF6210A8B


Other than that, I'm fixing a few clipping/entity issues and starting texturing :p