PL Crusoe a17b

A Maritime payload map set on a scottish island, by LeSwordfish and Tyler.

  1. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,102
    Positive Ratings:
    5,990
    PL_Crusoe, by Tyler and LeSwordfish.

    Currently in a14 version.

    Uses assets from the Construction and Maritime packs, plus a Canoe made by Aly, an edited version of the Hydro doors by Tyler, and though i can't remember what odds are good that there's something or other by Void or Rexy in here. Also apparently Seba blocked out the spawn.
     
    Last edited: Aug 22, 2015
  2. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

    Messages:
    871
    Positive Ratings:
    820
    I do care, for your information.
     
  3. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,102
    Positive Ratings:
    5,990
    Updated to A5.
    • Minor changes to CP1
    • Rebuilt CP2 and surrounding area entirely
    • Minor changes to cp3
     
  4. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,102
    Positive Ratings:
    5,990
  5. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,102
    Positive Ratings:
    5,990
  6. Melvin D Engineere

    Melvin D Engineere L4: Comfortable Member

    Messages:
    163
    Positive Ratings:
    141
    • Thanks Thanks x 1
  7. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,102
    Positive Ratings:
    5,990
    https://dl.dropbox.com/u/13673854/Crusoe/pl_crusoe_a6.bsp.bz2

    Updated to a6
    -Rebuilt C a bit, changing it to a single diagonal ramp.
    -Rebuilt side routes between D and C a bit- one new route, spy-tacular, plus widening and reducing corridor syndrome in others.
    -Rebuilt D a bit. Lowered it down, added a window overlooking the area, lowered the spiral, new routes in.
     
  8. Yacan1

    aa Yacan1 D I G I T A L I N F L U E N C E R

    Messages:
    410
    Positive Ratings:
    658
    "Why is it backwards" -everyone
     
  9. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,102
    Positive Ratings:
    5,990
    backwards?

    oh what the fuck have i done this time
     
  10. Yacan1

    aa Yacan1 D I G I T A L I N F L U E N C E R

    Messages:
    410
    Positive Ratings:
    658
    The cart was facing backwards. It was going the right way, but was a foot or so above the track too, along with being backwards.
     
  11. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,102
    Positive Ratings:
    5,990
    Chat told me. It'll keep for a little bit.
     
  12. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,102
    Positive Ratings:
    5,990
    A7 compiling now.

    - Bugfixes, including backwards cart.
    - Added cover at A, to stop players sniping/spamming from beyond the point.
    - Increased spawn-time for red upon capture of A, in order to make B easier to cap.
    - Reduced health for Red at B, increased it for Blu at B.
    - Detailed blu spawn.
    - Added canoes.
    - Broke the artstyle with hl2 props.
     
  13. GPuzzle

    GPuzzle L9: Fashionable Member

    Messages:
    638
    Positive Ratings:
    134
    you bastard.
     
  14. sitebender

    sitebender L3: Member

    Messages:
    105
    Positive Ratings:
    31
    While I don't have time to play this at the moment. I wanted to say I hope this is set on an island and you can see a wrecked cargo ship that the cart will come out of :) Robinson Crusoe, the mercs crash landed their boat and now have a job to do :) Push it to the drop point. Know what makes water beautiful.... sunsets, blood and seagull sounds :)

    But I suppose this is just a tangent to what this map may or may not be :)
     
    • Thanks Thanks x 1
  15. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,102
    Positive Ratings:
    5,990
  16. sitebender

    sitebender L3: Member

    Messages:
    105
    Positive Ratings:
    31
    In the blue safe rooms, the two sacks seem to be missing their textures.

    I think the rope railing in the blue safe room needs to look more impassable. Maybe its just me, but if it looks like I can jump a rope to visit an area I want to :)

    The blue safe room is good with plenty of exits. The cart seems to hover above the track.

    There are a lot of what I call optical illusions where it looks as if you're staring at a flat wall, but when you get close to it there are passageways off to the side. Perhaps more light coming from either direction or a contrast of textures or colors to make it look like there is a path there.

    The lighthouse area is where this map really shines. There's a pun in there somewhere. It turns into a good picturesque view and choke point. It does seem like there are texture issues with the base of the lighthouse when you're on the walkway. I think the walkway near the lighthouse needs some panels to give snipers some sort of cover. This map doesn't feel very sniper friendly (not that I play sniper).

    It seems like blue bots get caught leaving the second safe room down the ramp to the right. Eventually they find their way though.

    There is a track drop from the 3rd and 4th point where it heads down a ramp. The track disconnects down that ramp.

    At the final point, I think the lower area should stick out a little. But there is way too much open area at the final point.

    There are some good side paths throughout the map.

    Overall, the map seems unusually dark in places, but that can be fixed. The long walks seem dull at the moment since it is an alpha with nothing on the walls. That is what engineers are for I guess. It also feels like no place is easily safe, which I guess is good for balance issues.
     
    • Thanks Thanks x 1
  17. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,102
    Positive Ratings:
    5,990
    Thank you! That's really helpful.

    I'm especially interested in the comment that it felt like there wasn't a safe place. One thing i noticed was that Red often pushed Blue back quite a lot at D, which kinda shouldn't be happening, what with the height disadvantage. I might try and ensure that there's a good blu sentry/tele spot at C. This might also help Red beforehand, and make C easier to defend.

    Okay, so issues i noticed:

    - Area between A and B is super dark. Will fix that.

    - C gets capped really easily. Like, really easily. I don't think it was ever successfully defended. I'd like to fix that. Probably with more ammo up at the top of the ramp. I'm also considering something to physically slow blue down and allow red to recover after the fight at B: The B-C track is fairly short, and Blu often drove through to C without meeting more than scattered resistance.

    - I totally meant to put HP and Ammo in the area under the sniper room at D. Oops

    - That sniper room is a good Red sentry position. I kinda like that, but sentries there should be way easier to kill from the entrance to the room.

    - I'm not convinced that removing the side route past the building at A was a good idea, but i'll keep it a little longer. That's gonna delay detailing that area though, sadly. Ah well. Maybe i can do some cliffs or something. I love doing the little fiddly bits in fjords.

    Mostly i'm pretty happy with how it went! The two changes i've made had the effect i wanted: Players were moving forward for closer combat at A, not sniping from behind the point, and B capped more easily. (Possibly too easily. Might reduce spawn-time change on capping A from two to one seconds.)
     
    Last edited: Nov 19, 2012
  18. sitebender

    sitebender L3: Member

    Messages:
    105
    Positive Ratings:
    31
    Darkness seemed to be an issue yeah. I did have a game where C took a while to cap even with bot spies going after the point. It was a literal uphill.... if you've seen point C you'd know. There are 2 side paths to get up the hill though. But even though I thought we wouldn't cap it.... we did.

    I can specifically try to defend point C. I'm thinking the side route past A is that dark tunnel thing that is blocked off? I'll play this more right now with bots since I'm stuck downloading something :)
     
  19. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,102
    Positive Ratings:
    5,990
    There was originally a route around the building outside spawn that i removed, to focus the gameplay a little more and make the sentry position more powerful.

    Perhaps a better solution would be to encourage players to use the top route more?
     
  20. Freyja

    aa Freyja ¯\_(ツ)_/¯

    Messages:
    2,819
    Positive Ratings:
    4,661