PLR Fishladder 3

A Payload Race map that has a slightly over powered tank as the cart

  1. r13

    r13 Train God

    Messages:
    256
    Positive Ratings:
    218
    Fishladder - alpha

    A PLR map, where you push the tank to destroy the other team's boat.

    The tank however is a little over powered. When it fires, dont be standing in front of it.... or next to it... or behind it.

    The boats each take 3 shots before they will sink and your team is declared the winner.
     
  2. r13

    r13 Train God

    Messages:
    256
    Positive Ratings:
    218
     
    • Like Like x 5
  3. KubeKing

    Server Staff KubeKing dan's birthday was fun too

    Messages:
    1,247
    Positive Ratings:
    1,511
    I think it says something that I can look at this map's thumbnail and know who made it without checking the author icon. Well done.

    On another note, I think those water brushes at different levels are going to consistently have some graphical issues, I think that's a persistent bug in Source for TF2. Though I very much like the concept.
     
    • Thanks Thanks x 1
  4. r13

    r13 Train God

    Messages:
    256
    Positive Ratings:
    218
    You could tell just from the icon? wow, consider myself flattered.
     
    • Thanks Thanks x 1
  5. iiboharz

    aa iiboharz Meme Queen

    Messages:
    715
    Positive Ratings:
    1,037
    Emphasis on this point, tho. If you have multiple water levels in the same PVS you will have strange rendering effects as it is beyond engine limitations. You can, however, use cheap water at different levels from each other, and have expensive water at one level.
     
    • Thanks Thanks x 2
  6. r13

    r13 Train God

    Messages:
    256
    Positive Ratings:
    218
    My first guess was to fuss with the LOD levels and just push the first one out so that it never switched. didn't try it yet tho.. so i appreciate the the heads up on a fix :)

    Cheers!

    I was gonna poke Crash about it. As it's alpha, I decided to ... ship it. :D
     
  7. Malachite Man

    Malachite Man L6: Sharp Member

    Messages:
    310
    Positive Ratings:
    152
    r13 how did you get the cart to do the crazy dynamics of the cart?
     
  8. r13

    r13 Train God

    Messages:
    256
    Positive Ratings:
    218
    I set the top speed of the cart at 1000. but most of the time it's being scaled down to .1 or as low as .05 on the ramps.

    so after it shoots, i scale the speed up to 1 and lock the cart angle so it looks like its flying backwards.

    The whole thing is basically one long control point with two sections of intense forward roll movement.

    and explosions.
     
    • Thanks Thanks x 2
  9. Idolon

    aa Idolon the worst admin

    Messages:
    1,550
    Positive Ratings:
    4,444
    The resetting method bothers me because of how Rube Goldberg-esque the situations are. Not that there's a complex series of events occurring to make something happen, but more that the cart flies through the air (and sometimes takes a 90 degree turn from another explosion) and lands squarely on some train tracks. TF2 is wacky, but generally obeys physics. Things like explosives jumping bend rules a bit (you would die if you tried it) but are grounded in the simple principle of "explosions make things go away fast," and I don't think the "thing flies through air and lands in very precise spot" situation in this map really fits the bill.

    I bring this up because I think your best alternative would be to have the cart's recoil send it back down the tracks really quickly until it slams into a barrier, and that would change how the map plays a bit, since different areas of the map would become unsafe when the cart resets. i.e. despite being a stylistic choice, it's still relevant in layout.
     
    • Agree Agree x 2
  10. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

    Messages:
    487
    Positive Ratings:
    127
    Man that looks awesome but the cap time is painfully slow while watching a video. Could you do mp_simulatemultiplecappers if you ever do an updated video?
     
  11. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    972
    Positive Ratings:
    485
    The cart flying back is hilarious but there doesn't seem to be much in the way of play space.
     
  12. Kreg

    Kreg L2: Junior Member

    Messages:
    97
    Positive Ratings:
    34
    This looks pretty cool. I like the aesthetic of the map. Though, the cart seems to be a little too close to the boat when it fires.
     
  13. r13

    r13 Train God

    Messages:
    256
    Positive Ratings:
    218
     
  14. r13

    r13 Train God

    Messages:
    256
    Positive Ratings:
    218
    The map is purposefully small. I wanted to compress the potential for team interactions. I usually go too big. That's a consistent theme for me. This is an attempt to stay small. It was actually smaller before i released it. I widened several bits and the canals to give it a little more breathing room, but not too much. I want it to be a fight like a KotH map rather than a linear payload setup.
     
  15. r13

    r13 Train God

    Messages:
    256
    Positive Ratings:
    218
    Yep. :D
     
  16. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    972
    Positive Ratings:
    485
    I was referring to what was shown in the example video. I'm not sure if that's the latest version or not. Regardless, I hope I'm able to try the map out on a gameday or imp at some point. Also those shipping containers are nifty.
     
  17. r13

    r13 Train God

    Messages:
    256
    Positive Ratings:
    218
    The shipping containers are now available in my Hatfactory map thread. Someone asked for some assets from it so i set it up as a zoo. Feel free to use them if you'd like :)
     
    • Thanks Thanks x 1
  18. r13

    r13 Train God

    Messages:
    256
    Positive Ratings:
    218
    Had a great playtest on the map this evening.

    Already pondering expanding it to a 3 stage PLR as one round does go by pretty quickly. I'll consider trying to figure out a way to make the boats move, but no promises on that.

    i'll definitely at least add some fire and smoke to the boats to signify being damaged. i might fiddle with the UI if i can grok it.

    i might decompile the boats and make damaged versions... might turn them into lil frigates maybe... maybe not...

    it's a crazy madhouse in play.

    comments i enjoyed hearing:

    "how does this work? this is dumb." "what are you stupid? there was a poster in spawn that explained it all. he even read it outloud."

    "OMG the tank just shot thru that door!"

    "that was fun!"
     
  19. Malachite Man

    Malachite Man L6: Sharp Member

    Messages:
    310
    Positive Ratings:
    152
    Hey r13 i just noticed you have made 3 frontline maps do you like this theme a lot or is it just a a cuesendes?
     
  20. r13

    r13 Train God

    Messages:
    256
    Positive Ratings:
    218
    Just two... the first one was the blimps battle thing... that was just a sketch really for the skywalker one.

    and that is a standard bearer for a non-standard map. it was an idea i wondered how would work if i made it... i made it. it works. but not many really like it. i have yet to even play it on a server with people. shrug. i moved on.

    the other is fishladder.

    yah i enjoy the new things to play with for sure. i'm not 100% on the whole theme personally, there is a lot of assets if you want to build a European style town map... not so much for anything else. or if you need a torpedo. there's 24 choices of skins for it.

    i'm not personally interested in the euro town thing so i have been looking at the other bits and pondering how to make a map with two assets i like. The first pair was the blimps and the flying version of the b-17's... i made skywalker. the next i wanted to use the tanks and the boats... fishladder is what i came up with.
     
    • Like Like x 1
    Last edited: Aug 15, 2016