Gumbo

Discussion in 'Map Factory' started by Lancey, Oct 25, 2009.

  1. Lancey

    aa Lancey Currently On: ?????

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    In the deep Louisiana south, RED has taken over an old, no longer used mining facility to build up a massive weapon cache deep inside it. With no rail systems that provide direct access to the cache, RED team's success is almost assured. However, using a modified payload cart, BLU has managed to float their bomb into RED's defensive perimeter. Push the cart down the canal system and into RED's secret cache to reach your success.

    This is a payload experiment that takes place on the water instead of on rails. The cart can't be pushed or blocked below the water. The game is split into two stages of three control points each.

    A2 includes the first stage only.
     
    Last edited: Nov 21, 2009
  2. Void

    aa Void Local Man Unable To Map, Sources Say

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    I like the use of a tall horizon against the Haze sky. Brushwork looks good, lets just hope the gameplay accompanies that statement as well.
     
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  3. Engineer

    aa Engineer

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    Lets just wait for the boat model. :)
     
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  4. Lancey

    aa Lancey Currently On: ?????

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    I'm gonna get everything running so that the minute that Acumen finishes and sends me the boat, I just plop it into the map, compile, and release.
     
  5. The_Ulf

    The_Ulf L6: Sharp Member

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    I like those new overlays for the boat-cart. :D

    Can't wait to see how the floating cart affects gameplay - what are the bounds for the cart trigger like? Can you push it from underwater? That might help BLU break defense farms. Might be overpowered, as well.

    Playtesting!

    Can't wait.
     
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  6. Lancey

    aa Lancey Currently On: ?????

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    I'm debating it. I think I might just have the trigger above the canal so that you can only push from the sides.
     
  7. Micnax

    aa Micnax I maek map

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    Ooooh, aqua-payload.

    This'll be very fun. I also like the lighting you've used. Gives it that 'creaky lagoon' feel.
     
  8. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

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    I was looking at the 4th screenshot, and I was *sure* water on a slope wasn't good in maps...

     
  9. Lancey

    aa Lancey Currently On: ?????

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    I'll let you in on a little secret...
    It's a func_water_analog
     
  10. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

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    huh, what water texture are you using? I hope its:

     
  11. Lancey

    aa Lancey Currently On: ?????

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    Nope, it's water_swamp.
     
  12. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

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    Could be some problems then... meh we'll see what happens, eh?
     
  13. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    It's perfectly usable from a technical standpoint, it'll just look like shit. Both the slope and two different water levels within a PVS.
     
  14. Lancey

    aa Lancey Currently On: ?????

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    Until I can think of an alternative, it's what I'm using.
     
  15. absurdistof

    aa absurdistof

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    Make a model where the water goes down, like the sawmill waterfall. That solves 1 problem.
     
  16. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    Maybe if you covered that area up slightly with some sort of tunnel?
     
  17. Lancey

    aa Lancey Currently On: ?????

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    It won't act like water.
     
  18. Lancey

    aa Lancey Currently On: ?????

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    WIP screenshots of point 3
    [​IMG]
    [​IMG]
    [​IMG]
     
  19. strangemodule

    strangemodule L5: Dapper Member

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    I really am looking forward to playing this map, it's a neat twist on Payload maps.

    Forgive me for not being up-to-date, but what does the actual boat look like? Is it the one from the Swamp pack or something else?
     
  20. Lancey

    aa Lancey Currently On: ?????

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    It's not done yet.