Goldmine

Discussion in 'Map Factory' started by kirbysamus, Jun 15, 2009.

  1. kirbysamus

    kirbysamus L1: Registered

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    This is going to be a 3 stage race. At the moment I only have stage 1 complete but that in itself is an accomplishment for me as I haven't actually wanted to finish a map before. I know it isn't very detailed, but with it being in alpha stages I want more info on gameplay. Also any advice is welcome.

    So the story (if there really is one), is that Red and Blu are wanting to buy the rights to an abandonded goldmine. Unfortuneatly neither of them have enough money to purchase said mine. So the first one to get the gold gets the mine.

    Edit: Alpha 2 is out. Fixed and added a lot of stuff. Should be playable now.

    To Do:
    Get stage 2 & 3 done
    Fix red cart sometimes faceplanting towards the top of the ramp
    Rebuild cubemaps with custom stuff pakratted in
    Possibly slow down cart (alpha 2 is faster than 1)

    Changelog A2
    Changed Name to Expedition as someone took Goldmine
    Added more cover
    More routes
    More Health and Ammo
    Carts now fully work
    Spawn Rooms are sealed
    No more running over ramp during setup
    Pakratted the items on the ramp
     
    Last edited: Jun 24, 2009
  2. Waif

    Waif L7: Fancy Member

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    The track layout looks interesting however the map seems possibly to big and open at the moment. Maybe add more rocks/ buildings etc...
     
  3. jpr

    aa jpr

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    The first thing I noticed was that it's not symmetric. It should be.
     
  4. Randdalf

    aa Randdalf

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    Pretty sure this name has already been taken, multiple times.
     
  5. kirbysamus

    kirbysamus L1: Registered

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    I found only 1 other map with the name goldmine. So I guess that means I need to change it. T_T
     
  6. magic646

    magic646 L1: Registered

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    displace some of that!
     
  7. kirbysamus

    kirbysamus L1: Registered

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    It's an alpha, not only an alpha, but alpha 1. It's not meant to look pretty, it's meant to be functional.
     
  8. captainAngry

    captainAngry L7: Fancy Member

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    We played this one last night and had some problems. There were two big build errors on the large ramp. It doesn't make sense to start the cart before the spawn room. It leads to people camping the spawn. Move the spawns to the back by the cart and then turn the current spawn building into something that can be useful for snipers.

    We had people killing each other during setup which was isn't really wrong per se but I assume it wasn't intended to be that way. It also seemed odd that the cart would move backwards on the small ramp but not on the big one. I'm not saying it should go backwards on the big ramp, but it did seem odd.

    If you moved the spawns back, made the current spawns into useful buildings and added some cover to the ramp, you would be in good shape.

    [​IMG][​IMG][​IMG]
    [​IMG]
     
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  9. kirbysamus

    kirbysamus L1: Registered

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    Yea, like I said in my first post, there was a couple of exploits that I needed to fix, for example people could run over the ramps in the center and people could get on top of the spawn buildings and get inside. Hopefully with Boojums help I should get everything to work. Also I tossed in a lot more cover and a few more routes. I'll think about the spawns. Although I think I'll leave them alone. If I get everything to work I'll have a2 out with it's new name.
     
  10. captainAngry

    captainAngry L7: Fancy Member

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