[Contest Entry] pl_ghost_town

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Thank you guys for the feedback. Just a couple of things.

I'm aware of the issue with that disappearing wall. Its funny because I hadn't changed anything in that area, and it suddenly showed up.

I'm redoing the 3rd and 4th points completely. 3 will probably look someone similar to what it is now (a cliff like area), but 4 will be much different, and more like badwater.

I plan on adding 1 additional forward spawn for blu, at the 3rd point.

Since I'll be redoing so much of the map, the only remaining 1 way passage will be the one the ends up in the quarry. I was going to change this, but then I thought about how it currently restricts Red from flanking Blu. Because of that, I think its important to have in there. I may just add 1 way gates instead, but the restriction must remain in place.

Chilly, on you #3, could you post a picture of where specifically you're talking about. I haven't seen this personally.


Other than that, hopefully I'll be bale to work on the map significantly this weekend, though having a couple of take home midterms could make that difficult.
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
Here it is. You crawl up the rocks and onto the roof, which allows you to crouch-jump across to the other side. Once up there you can build where I have the arrow pointing and the attackers have no way of getting you down.

It is fun to build up there and is kind of difficult to do, but I'd suggest limiting the area a bit. Probably block off where I have the pink with more cliffs so only the blue area is buildable.

If you want to leave more of it accessible, I'd suggest making it slightly easier to get up there (climbable rocks right next to it) so spies can get up as well.


 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
I see what you mean. I did clip that off in a1b, for the reason that demos/soldiers were camping the blu exit into the area from a relatively safe place. Form the look of it, you're running something prior to a2, correct?
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
Correct, this was a1a. Did you clip it completely off or leave part buildable still? :)
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
I clipped it completely :-/ I'll keep a spot like that in mind for you when I redesign the 2nd half of the map.
 

Blindfate

L1: Registered
Nov 2, 2008
43
6
We play tested this map on Guns4Back2School 24/7 Payload last night and frankly, every single person loved it and we all can't wait for it to be finished.
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Well, I've been moving extremely slow the past two weeks. Hopefully this weekend will allow me a bit more time. However, just a couple of shots of what I've been doing with the 3rd point.

pl_ghost_town_a40002.jpg

pl_ghost_town_a40003.jpg



Its hard to tell from this one, since its just a cordon compile, but there is a route that leads to the 2nd floor of that blue building (the top gray area), as well as a drop down to the cliff tunnel, like before.
pl_ghost_town_a40004.jpg

pl_ghost_town_a40005.jpg
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
I just had a little run around with r_drawfdetail set to 0 and found the following.

aabcbfdetail1.jpg

a1a49bfdetail2.jpg

227742fdetail3.jpg


Anything slanted or otherwise not blocking visibility needs to be tied to func_detail! There are few other examples I found but I'm sure you get the point. :)
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Oh yeah, there are tons of things that will need to be fixed when I get to beta. There are whole buildings in the town area that should be details. I believe I've done a few items along the way, but still plenty to be done.
 

Toughsox

L1: Registered
Oct 31, 2008
14
1
Are we there yet? Come on, our people cant wait for this to be done. :woot::rolleyes:
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Finished the revised 3rd area this morning. I want to take a quick break, and then try and get 4 done mostly over today and tomorrow, with some finishing touches on monday if it takes that long. I'm trying to hurry, but the L4D demo took up too much time on friday, otherwise I might be pretty much done with a4 by now :-/

Anyways, some shots of a completed third point (point will be on the wood bridge again, just haven't put in the cp entities.

pl_ghost_town_a40011.jpg



Blue lines are blu routes. The X is another forward spawn for Blu to attack the final point. This also means I might make the 4th point slightly more difficult, and further away, than I would have otherwise. Green lines are more or less neutral routes, and red is for red.
pl_ghost_town_a40011b.jpg



Last buildings at the point.
pl_ghost_town_a40006.jpg



pl_ghost_town_a40008.jpg



Inside the red building. The door to the right looks out over the point.
pl_ghost_town_a40007.jpg



pl_ghost_town_a40010.jpg



At the top left is the entrance from the lowest part of the cliff, to the right you can get out to the main level of the area, or keep going up to some windows in the orange building.
pl_ghost_town_a40009.jpg



Should be finished soon :)
 

Galago

L2: Junior Member
Sep 29, 2008
90
5
This looks so awesome! I can't wait! I'm just curious what kind of texturing you'll do w/ the buildings.
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
They'll be old wooden buildings, decaying and abandon looking. I'll probably have to get some custom textures to get enough variance in there.
 
Feb 14, 2008
1,051
932
Best looking orange map ever? Very pretty, I like the planning of the architecture during alpha
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
Building architecture is very cool. I like how the buildings are buildings, not just solid blocks. Difficult to comment on the changes until I get my hands on it, but the pictures are very nice.
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
True to my word, I got a4 out today (hey, its still monday on the west coast). Anyways, download link and some new pictures, plus change log, all in the first post. Hit me with your feedback anytime :)
 

DarkNoghri

L1: Registered
Aug 3, 2008
14
5
In the two minutes I was playing this map, the only thing I really noticed was this:


It looks like you're supposed to be able to exit here, but you can't walk under it, if I recall the reason why I took the screenie correctly. Seems odd to have to crouch.

Should be at the red room in the far top right of this pic:
pl_ghost_town_a40016.jpg


Btw, heavy with shotgun wins.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I loved being able to jump around on the roofs. Makes the map really unique and different.


Some weird black stuff here. It kinda looks like there's a texture that had become completely black because of some shadow issues.

Otherwise I don't really have any problems or suggestions I can think of.