Mesa Verde

Discussion in 'Map Factory' started by TheBladeRoden, Jun 22, 2009.

  1. TheBladeRoden

    TheBladeRoden L7: Fancy Member

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    Red and Blue encounter each other at a cliffside archaeological dig site and must race their carts into the depths in order to capture a powerful artifact of great power codenamed B.A.C.C.A.R.A.T.

    It is planned to be 3 stages as per the norm set by pipeline. However, rather than pipeline's head start system, winning a round in Mesa Verde results in a faster max speed for your cart.

    Baccarat Detector by Shmitz

    Update 7/7/09

    -Stage 1 Alpha 2

    Changes

    -pakratted the baccarat detector correctly this time 9_9

    -removed a duplicate ammo box

    -fixed red supply cabinet

    -added couple more lights to the back area

    Update 7/3/09

    -Stage 1 Alpha 1 released!

    Changes

    -From the nothingness comes a functional map!

    6/22/09

    Stage 1 development underway. Paths are in but not the tracks, so I had to draw the path to aid the readers.
    Feels rather lengthy yet cramped at the same time. Probably will trim off some track at both ends, especially the beginning. Perhaps bring the 3rd floor back to create more room for the second floor. Still can't decide if the central ramp should have buildings on each side as shown, or be inside a building itself and make the second ramp more open. so many decisions.
     
    Last edited: Jul 7, 2009
  2. Radaka

    Radaka L7: Fancy Member

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    First! Haven't played it yet obviously, but the idea looks like it would make for a very interesting map.
     
  3. An Icy Mouse

    aa An Icy Mouse

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    wow thats low.

    how long you been cooking this one up roden? It looks like you may well have trouble optimising that but then again you're probably planning to have later stages out of view of the first so that crazy looking set up is only gunna be small.
    Will the cliff feature in the final map?? please say it will, a cliff looming over the roof of the entire map would be awesome if done well!
     
  4. Caltus

    Caltus L1: Registered

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    will be watching this, love the idea!
     
  5. Nerdbot

    Nerdbot L7: Fancy Member

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    Wow, this looks pretty neat.
     
  6. uma plata

    uma plata L6: Sharp Member

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    Sweet. A good idea for rewarding the first 2 rounds!
     
  7. TheBladeRoden

    TheBladeRoden L7: Fancy Member

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    Well i was thinking it up ever since the contest announcement. But then i got a call saying was going to be interviewed for a programming job, so i spent my time since learning how to program :p, but they didn't call back, so I switched back to the contest.

    yeah, I'm going to get the cliff in, and here's what I have to shoot for D:

    [​IMG]
     
  8. PenPen

    PenPen L5: Dapper Member

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    Really looking forward to be able to play this, the round setting would be interesting to say the least.
     
  9. Micnax

    aa Micnax I maek map

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    Interesting design

    Just hope you include the cliff that LOOMS OVER THE MAP
     
  10. Smashman

    Smashman L3: Member

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    Looming cliffs is looming!
    Seems like a nice idea.
    :D
     
  11. mtv22

    mtv22 L3: Member

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    The only problem I see in the screens is how the kart goes straight up through a vertical tunnel?
     
  12. Sgt Frag

    Sgt Frag L14: Epic Member

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    He could use an elevator like Darker did in pl_ghosttown, work great.

    I have thought about making a map of Mesa Verde before (for several engines) but never did. So I'm really stoked to see this. Great setting and it looks like it'll work out very good for at least a one stage PL. Could also make a very cool arena map.

    I don't see any issues optimizing it, it's not huge and obviously anything outside the cliff area will be skybox (apart from the death pit right?)
     
  13. TheBladeRoden

    TheBladeRoden L7: Fancy Member

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    Alpha 1 released! :D
     
  14. captainAngry

    captainAngry L7: Fancy Member

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    [​IMG]
    [​IMG]
     
    • Thanks Thanks x 1
  15. TheBladeRoden

    TheBladeRoden L7: Fancy Member

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    For some reason the cart spawns in the wrong place/doesn't move in the demo file, yet it functions just fine for me.

    Does anyone else who's downloaded this map have the same problem?

    EDIT: ok it seems map analyzer did not want to pack the baccarat model correctly, time to go back to good ol pakrat
     
  16. TheBladeRoden

    TheBladeRoden L7: Fancy Member

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  17. PenPen

    PenPen L5: Dapper Member

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    So uh, I tried the map myself (I have no friends!) and here's what I think...

    - Loving the Baccarat cart! It is made of awesome.
    - The elevator with the cart on it looks cool. I guess I love spinning things.
    - The payload route seems rather long for a stage and pushing the cart into enemy territory most of the time is going to be hard. I'm thinking this stage is going to take a very long time to complete.
    - I hear door opening/closing sounds when I'm running around the stage and on the truck, I'm assuming that a real door will be placed over there later.
    - There was this little oddity that I found (attached jpg file) on the map.

    I'm gonna keep watching at this map since I think it's gonna look great!
     
  18. TheBladeRoden

    TheBladeRoden L7: Fancy Member

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    bump for the game day crowd
     
  19. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    My biggest concern is that it seems like after a certain point, you'd do best to basically ignore the other team and get as many people around your cart as possible, pushing away. At most you might get a couple Spies or Snipers (or the occasional Pyro) to go disrupt the other team.