[Contest Entry] pl_frontier

Discussion in 'WIP (Work in Progress)' started by MangyCarface, Sep 28, 2008.

  1. MangyCarface

    aa MangyCarface Mapper

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    UPDATE ALPHA 13
    Alpha 13
    Changes: Too many to count. Suffice to say, a lot of balancing was done. Thanks as always to all feedback providers, especially FLOOR_MASTER.


    [​IMG]
    [​IMG]
    [​IMG]


    Welcome to the frontier! This is a map with a heavy emphasis on pushing the cart- I'm tired of seeing pl gameplay as "Rush forward with some ubers, destroy shit and camp the chokepoints while some losers push the cart up to the point." To that end, my pl cart is a small train. Shock! Here's the reasoning:

    Pros:
    -Engine provides cover from sentry fire from the front- limits the usefulness of the otherwise OP engy stacking in PL maps
    -Platform allows multiple people to ride the train, providing a different type of gameplay and allowing the cart to move faster
    -As the cart moves faster, blocks damage from the front and provides a way to jump to higher locations, and kills anyone in front of it (provided 3 people are pushing the train) there is a huge incentive to actually stay with the cart

    Cons:
    -Was a right BITCH to set up, entity wise
    -(Most cons eliminated)

    Semi-outdated pictures:
    Overview!
    [​IMG]
    Red's last stand!
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    Canyon near the beginning!
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    The controversial bit!
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    Beginning of the track:
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    Ending! Train plummets off the end of the track, the bottom of the quarry opens up, and the train falls in and explodes killing everyone in a large vicinity.
    [​IMG]

    Other notes:

    Train whistles when you cap a point!
    Track is almost exactly as long as badwater's.
    Map is now 'balanced' so far... wait for BETA for detail/ train goodies.


    Alpha 13
     
    Last edited: Nov 12, 2008
  2. YM

    aa YM LVL100 YM

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    wait... what? why?
     
  3. MangyCarface

    aa MangyCarface Mapper

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    Ah... apologies is just a term that's like a humble version of 'thanks to'
     
  4. Dox

    Dox L8: Fancy Shmancy Member

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    ..... no its not.

    But about the map, EPIC! love the look of the quarry.
     
  5. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    Quarry? *cough grand canyon cough*. I say awesome job, but some of those buildings are taller than they need to be. Hard to say anything else before i download it and look around, which will be later today.
     
  6. Snipergen

    Snipergen L13: Stunning Member

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    Looks great man, it really does. Can't say much more. The pit might be a gameplay challenge to make it feel good but we'll see.
     
  7. laghlagh

    laghlagh L6: Sharp Member

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    I absolutely LOVE the look of this, the train is the best idea I've heard in long while!
     
  8. xxack

    xxack L1: Registered

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    It looks great, nice changeup from the standard bomb cart, and the quarry idea is brilliant.
     
  9. What Is Schwa

    What Is Schwa L6: Sharp Member

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    The train is way cool. Felt like it was moving REALLY fast. That combined with the fact that players can hide inside the engine will make it really difficult to defend against.

    To counter this I think you're going to need some creative chokepoints that have defensive positions pointing backwards. These coves should also be difficult for offense to get to until after they are well past the point. Otherwise you will just have blue tearing down defense from cover of the train.

    Lemme know when you are playtesting this. I'm pretty interested in seeing how it goes.
     
  10. eerieone

    aa eerieone

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    looks fantastic, love the idea at the end
     
  11. Uriak

    Uriak L8: Fancy Shmancy Member

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    If you manage to tackle this, I'd highly interested by your feedback :)

    Nice idea, if you need early gameplay testing, I'll ask Flubber. We end too often with "polished maps" that have obviously flawed gameplay.
     
  12. Spike

    Spike L10: Glamorous Member

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    Tooooot Tooooot!!!
     
  13. Apex_

    Apex_ L3: Member

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    The whistles go WOO WOOOOOOO. You know what I'm sayin'?

    With the exception of one guy who was having connection trouble and wouldn't stop whining about it, everyone else seemed to enjoy the map during our little test. Unfortunately we had a bunch of random pub players on instead of all regulars or we probably would've gotten more constructive feedback. :glare:
     
  14. Spike

    Spike L10: Glamorous Member

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    I'm a pub player :(
     
  15. Randdalf

    aa Randdalf

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    You can activate the gates at the end prematurely using noclip, but I doubt that's that big of a problem.
     
  16. AWESOME-O

    AWESOME-O L10: Glamorous Member

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    I just got a question, doesn't the train fall in the gimmicky part?

    Because from what i heard gimmick isn't aloud for the competition?
     
  17. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Or maybe just remove the glass.. seems like a decent comprimise.

    Looks alright so far, can't wait for the detail!
     
  18. MangyCarface

    aa MangyCarface Mapper

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    I'm hoping to remove as much of the 'gimmick' as possible, and make it a valid gameplay decision (see first page for details on this)

    However, to that end, I have reduced the train speed by 40%ish, and I'm considering sealing off the engine cabin, a source of much glitching. The front of the train would still provide cover from sentry fire, but players would still be vulnerable.

    And I'll say this again: if the train isn't working, it WILL go in favor of a regular payload.
     
    • Thanks Thanks x 1
  19. Chilly

    Chilly L6: Sharp Member

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    It's fo decorations!

    ;)
     
  20. laghlagh

    laghlagh L6: Sharp Member

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    Nooooooooooo :(