PL Devil's Half-acre Final release

2009 called. It wants its map back

  1. YM

    aa YM LVL100 YM

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    Devil's half-acre

    *Final released*

    Another map named after some desert environment somewhere in america.

    Almost finished, just undergoing some final balance tweaks, I think it's nearly there.
    I had a good start to this map thanks to the No Heroes servers, they ran pl_halfacre solidly on one of their 32 man servers for about a week, in which time it was staying full nicely. Massive thanks to them for enabling me to get so much testing done :)

    My second, and final payload map.

    [ame="http://www.youtube.com/watch?v=lsKFtXGB8Kc&fmt=22"]Halfacre flythough filmed by fearlezz[/ame]
     
    Last edited: May 8, 2009
  2. YM

    aa YM LVL100 YM

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    Added a flythough video :D its available in HD too.

    I'm gunna try getting enough testing in this next two weeks to release a final - any comments on balance detail, ect PLEASE sooner rather than later!!
     
  3. captainAngry

    captainAngry L7: Fancy Member

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    This is a very solid map. We played it for a good amount of time last night and had a blast.
    [​IMG]
    [​IMG]
     
  4. YM

    aa YM LVL100 YM

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    You have map ratings, do you have win/loss ratios stored?
     
  5. Cerious

    Cerious L7: Fancy Member

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    Awesome map, but I'd rather see cp_furnace_b1 now :(

    You've fixed the majority of the issues but there are still some texture choices I agree with you on. In the first Blu spawn, in the waiting area with the bland concrete texture, you could use that concrete wall texture from the Blu badlands base. I have more, but they're very nitpicky anyways and I doubt they're worth changing.
     
  6. kankle_king

    kankle_king L4: Comfortable Member

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    This map is wonderful! Except it has major optimization issues :|

    Gameplay/Design/Fun/ all that jazz - 10
    Optimization - 5
     
  7. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

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    Well I have played on this many many MAAAANY times, and I must say it is quite fun. You seem to have a way with making maps... soo... sooo.... sooooooo... user friendly. Maybe one day you'll share your secret. ;)
     
  8. Waif

    Waif L7: Fancy Member

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    A great, fun map, however I think Snipers have it a bit to easy, especially for red when they are defending the area around the second cap point.
    (The area where the cart is pushed up the slant and the cap point is on the corner, where the track then goes along a straight section which can be dominated by snipers)

    EDIT*

    sorry I meant just after the first cap point, not the second!
     
    Last edited: Apr 11, 2009
  9. Nineaxis

    aa Nineaxis Quack Doctor

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    • Thanks Thanks x 1
  10. Sgt.Sausage

    Sgt.Sausage L7: Fancy Member

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    I had alot of fun playing this map today in the game day, wasnt to big of fan of this map before, i thought it was a great map, but something about it i didnt no what i didnt like.

    Well rc2 changed that for me and i hope to see this map near final and play it more.
     
  11. [O]

    [O] L3: Member

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    ii been waiting to play this map. cant beleive i missed last nights testing [damn in-laws!!].
     
  12. Gameslave

    Gameslave L1: Registered

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    I played this map on a server tonight. Looked awesome, good layout, lots of paths, and an easy map to spy on, and you did an awesome job on the displacements, they looked very natural.

    My only problem is that the rock material by RED team's spawn could have some variation, but it's more of a suggestion.

    Either way, good job.
     
    Last edited: Apr 12, 2009
  13. Nosher

    Nosher L4: Comfortable Member

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    Youme

    Great work as always...map played really well and looked the dogs danglies.....

    I watched with interest when the cart got to the spot below in the picture and it moved really smooth round the corners.........did you put loads of path entities to get it to move so smoothly???

    Pic below.......

    [​IMG]

    GJ mate
    Nosh.
     
  14. Nineaxis

    aa Nineaxis Quack Doctor

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    He makes the func_tracktrain wheelbase as wide as a house to get that effect.
     
  15. YM

    aa YM LVL100 YM

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    Actually I tried having it ultra wide in one of the hoodoo betas but decided to revert back to somewhere between valve's and my extreme one. But yes I use about three times as many path_tracks as valve use.
     
  16. Nosher

    Nosher L4: Comfortable Member

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    Care to show a screenie in Hammer??? :)

    Nosh.
     
  17. Sgt.Sausage

    Sgt.Sausage L7: Fancy Member

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    I just thought of something,

    Hoodoo is definitely one of my favorite maps, and they custom kart model for that looks really great and professional, i dont no if you are planning on making a custom model or adding one for halfacre, but i hope you do.
     
  18. kankle_king

    kankle_king L4: Comfortable Member

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  19. Murdoc

    Murdoc L1: Registered

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    Howdy,

    Played Half acre this afternoon (in the Simmian Cage custom map server i think, might have been Hampshire Heavies) and spotted a teeny weeny little bug that I thought I would mention:

    In the blue spawn there is a fire exit sign that you can jump up and stand on top of. If you taunt on top of this sign and look around you can see the skybox model outside of the map behind you.

    apart from that, lovely map, very pretty.

    keep up the good work.

    p.s. What does RC2 mean?

    p.p.s This probably should have gone in the WIP thread for half acre. Sorry, if anyone cares I am sure an admin can move/delete this
     
    Last edited: Apr 14, 2009
  20. YM

    aa YM LVL100 YM

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    second release candidate