PL dryrock

Discussion in 'Map Factory' started by re1wind, May 7, 2012.

  1. re1wind

    aa re1wind

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    A map that attempts to take hydro's approach to multiple rounds and applying it to payload.

    All three stages take place in the same areas, the three payloads starting by the blu base, having to push them one at a time.
     
  2. re1wind

    aa re1wind

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    stage path highlights & overview

    [​IMG]
    [​IMG]
     
  3. Fredrik

    Fredrik L6: Sharp Member

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    Three stages in one stage? Wow!
     
  4. ForbiddenDonut

    aa ForbiddenDonut

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    It's certainly an interesting concept and I could see some pretty cool maps coming out of it.

    Without having downloaded it, my first impression is that this map seems very cramped. By placing all three stages in one area, I think you might need to scale up the map and routes. I wasn't sure if you're going for an indoor map, but that's the feeling I get by looking at it. I can tell immediately that this map will play much more like Goldrush rather than Badwater or Upwards.

    I'll try it out first hand sometime soon and report those impressions. Look forward to updates.
     
  5. tyler

    aa tyler snail prince, master of a ruined tower

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  6. purequaternion

    purequaternion L3: Member

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    Did you remove the blue lights? I don't recall seeing them when we played a few days ago.

    It's an interesting idea. I think this is a great proof of concept.

    The map layout itself was a bit too open in places. Or perhaps better put, open areas had too much big open connections between them. Make sense?
     
  7. Prestige

    aa Prestige im not gay anymore

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    why isnt this csf??
     
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  8. re1wind

    aa re1wind

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    because i'm not particularly keen of the mode, presto :(

    The map does play more like dustbowl and is, to be blunt, quite a clusterfuck. I've also added some doors to block off areas of the map in an attempt to direct and streamline the flow of death slightly more. a2 should feel less like payload deathmatch and more like proper payload.

    My intention when starting the map wasn't to create such a cluttered and tight map, then again i did want to create a cave map at the same time, so thats partially responsible as well. being overzealous with optimization while designing the routes also may have had an influence.

    I won't attempt to increase the physical scale of the map for a2, just want to test the blocking doors and route highlighting method to see if that helps people through the map.

    p.s. map is -59% demo& soldier friendly.
     
  9. re1wind

    aa re1wind

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    pl_dryrock_a2

    http://dl.dropbox.com/u/12171801/pl_dryrock_a2.bsp.bz2

    -change list
    - added round-specific walls to close off parts of the map
    - testing a route highlighting method for the first round only
    - started throwing textures on the brushes to get a feel for the map, placeholders.
    - tweaked blu spawn slightly.

    - known issues -
    - various places above red spawn & final point can still be reached by demomen and soldiers
    - players can walk across the gaps at the last capture points of stages 1 and 2

    Possible round-breaking issues
    - doors from stage 2 may not disable on round 3. (compile was rushed, blame wilson)