PL Morrigan Alley B3

By treythepunkid

  1. treythepunkid

    treythepunkid L4: Comfortable Member

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    Hey All, haven't really done any mapping of my own in quite awhile. Something about this whole new Medieval theme has really caught my eye. My only gripe with the current one and only map is that its just too small.

    So what i have done is started working on a Ye Olde payload map.

    I really want to get to player testing this thing soon for i am not 100% sure how a Medieval payload map is going to play out.

    I am very close to finishing the main layout so expect a alpha download real soon!


    Here is a video of the cart in action!

    http://www.youtube.com/watch?v=lOc9mfIcX3k

    Here is a video of the capture point banner i made.

    http://www.youtube.com/watch?v=1VmerC7OLVw

    Also check out the progress of my Iron Maiden!

    http://www.youtube.com/watch?v=s7vLIgbZtZ8
     
    Last edited: Jan 17, 2011
  2. Rexy

    aa Rexy The Kwisatz Haderach

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    Cool cart! Looking forward to this.
     
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  3. littleedge

    aa littleedge L1111: Clipping Guru

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    It looks really neat. I would suggest making it medieval-detailed but not gameplay.
     
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  4. Jonny

    Jonny L2: Junior Member

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    Hey, how did you get the flaming torches and castle content? I cant see the file to decompile
     
  5. Wilson

    aa Wilson Burial by Sleep

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  6. Randdalf

    aa Randdalf

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    Nice one! I'm hoping for more maps that use this theme, but less that use the medieval game mode - this is a good start. Does look like the layout is tending towards a dustbowl stage 3 alley type of thing at the moment, could use a bit more variety in that area.
     
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    Last edited: Dec 20, 2010
  7. treythepunkid

    treythepunkid L4: Comfortable Member

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    Just wanted to clear up something. The map atm is AIMING to be balanced for Medieval mode (I have roughly analyzed cp_degrootkeep to try and get an idea of how to balance a Medieval mode map).

    If the feedback is positive enough i will make a edited version that allows all weapons but for now its going to be a Medieval mode only map (Sorry guys!).
     
  8. Mr. P. Kiwi

    Mr. P. Kiwi L5: Dapper Member

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    Looking good!
    Personally, I thought the Medieval mode is a rather nice break from the intense gun fights of TF2. And a small Gravelpit-like map is a lot nicer than Gravelpit itself. So I'm happy there are new ones coming out.
    And about the map -
    1. It looks really good. I hope it's not a really long PL map - I think the Medieval theme is small and to the point. From the start of Badwater Basin to point B seems good to me.
    2. Still looking good. But the "sniper-deck" in pic #4 and #5 is a bit to open in my opinion. I suggest closing it up to a watch tower and adding slits would be better. (Oh, but leave the fire :) )
    3. The payload cart is cool! But you'd better put something related to the theme in it.
    Good work!
     
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  9. tyler

    aa tyler snail prince, master of a ruined tower

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    Put a powder keg on the cart or something. Shouldn't be hard to modify a barrel.
     
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  10. treythepunkid

    treythepunkid L4: Comfortable Member

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  11. treythepunkid

    treythepunkid L4: Comfortable Member

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    By the way, here is an update on the cart.

    [​IMG]

    [​IMG]
     
  12. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Opposition seems too much of a modern word. Foe is more olde-timey. Opposition is what you get at a football match.
     
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  13. Jetti

    Jetti L5: Dapper Member

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    One of the reasons the cart in payload runs on rails is that it is easy for the player to follow. There needs to be some indication on your map where the cart rails are.

    EDIT: I second the notion to change 'opposition' to 'Foe'.
     
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  14. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Do the wheels rotate? At that size, they'll be very noticable if not.
     
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  15. Jetti

    Jetti L5: Dapper Member

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  16. tyler

    aa tyler snail prince, master of a ruined tower

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    The sparks should be toned down a lot if they aren't already.
     
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  17. Frying Dutchman

    Frying Dutchman L1: Registered

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    Track textures on the ground should do.
     
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  18. tyler

    aa tyler snail prince, master of a ruined tower

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    Make some kind of rut that the wheels go in. Or a cobblestone path that is only used for the payload.

    It isn't going to be a long map so it shouldn't matter much, right?

    I'm interested to see how this is solved.
     
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  19. treythepunkid

    treythepunkid L4: Comfortable Member

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    The sparks are placeholders. I will make a proper particle effect that isn't all over the place.

    As for the track replacement i am going to make a worn path where the cart will be going on. 80% of the map the cart rides along the roads so it should be farly clear as to where the cart will be going and has gone but just in-case it isn't a overlay of a worn wheels path will mark where the cart will go. That sounds really stupid when i read it but you get what i mean right?

    On the subject of the writing, Foe does seem to go better with the Ye Olde style. I will make the change asap!

    Also thanks Jetti for answering that question with the video! I will be sure to post that in the main thingy.
     
    Last edited: Dec 21, 2010
  20. Jetti

    Jetti L5: Dapper Member

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    I think the correct spelling is 'worn', not 'warn'. Yes, I could see that working; in some payload maps there are tracks which do not relate to the cart, so it shouldn't matter if the cart doesn't follow the worn path exactly; the outline should take care of that.
     
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