Mountain

Discussion in 'Map Factory' started by Gonfin, Sep 6, 2009.

  1. Gonfin

    Gonfin L2: Junior Member

    Messages:
    98
    Positive Ratings:
    4
    pl_mountain is a long singe stage pl map
    this is a very open map, with few limits on places a player can go.

    red starts at the top of the mountain defending their giant lvl "1"00 sentry, and blu pushes the cart up the mountain.

    please look around and enjoy!

    Requests:
    looking for someone to make me a custom cart "the sticky cart" (see photo)
    Looking for help with a giant waterfall (about 4000 units high)
    looking for help with making the giant sentry collapse and/or explode
     
    Last edited: Sep 30, 2009
  2. nik

    nik L12: Fabulous Member

    Messages:
    987
    Positive Ratings:
    246
    giant sentry gun is GIANT
     
  3. Fire Tock

    Fire Tock L1: Registered

    Messages:
    21
    Positive Ratings:
    0
    does the giant sentry gun work?
     
  4. Gonfin

    Gonfin L2: Junior Member

    Messages:
    98
    Positive Ratings:
    4
    no the sentry does not work,
    but you can climb it, and get inside it.

    it was one of the first things i did for this map (and in hammer period)
    so it has a few issues.
    the base is good, but i need to redo the barrel and the ammo container
    (i carved when i shoulda arched)
     
  5. The Political Gamer

    aa The Political Gamer

    Messages:
    4,468
    Positive Ratings:
    1,682
    A giant sentry needs a giant engineer! [ame="http://forums.tf2maps.net/showthread.php?t=6292"]CP dustribute - TF2Maps.net[/ame]
     
  6. Scotland Tom

    Scotland Tom L6: Sharp Member

    Messages:
    332
    Positive Ratings:
    64
    Looks intriguing, though I hope it doesn't come off as too gimmicky (what with the giant sentry and all). Of course if that's what you're going for, have at it!

    My only concern at this point would be to take pains ensuring that the team attempting to move up the mountain isn't at too much of a disadvantage compared to the other team. Never underestimate the advantage the high ground holds. Even an elevation difference of a few feet can mean the difference between beating your enemy or being destroyed.
     
  7. Gonfin

    Gonfin L2: Junior Member

    Messages:
    98
    Positive Ratings:
    4
    ive got to do some work on it.
    im thinking about increasing the speed of the cart a bit and adding a platform to ride on
    also about using the PLR style cart that doesnt roll back

    at the moment, the map is just huge
     
  8. Gonfin

    Gonfin L2: Junior Member

    Messages:
    98
    Positive Ratings:
    4
    the real problem with the map at this point is its just too long of a push
    its almost twice what badwater is
     
  9. Gonfin

    Gonfin L2: Junior Member

    Messages:
    98
    Positive Ratings:
    4
    uploaded the a31 build.
    still need optimazation work. (let me know if you have any thoughts)
    will be needing load testing to determine how much opt ill need.

    and also help in looking for bugs
     
  10. Gonfin

    Gonfin L2: Junior Member

    Messages:
    98
    Positive Ratings:
    4
    updated to a39
    the version i plan to do some play testing on
     
  11. Gonfin

    Gonfin L2: Junior Member

    Messages:
    98
    Positive Ratings:
    4
    ill put up a new map file right after i figure out the blu-win explosion thingy
     
  12. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    393
    Confusing rock wall is CONFUSING
     
  13. Gonfin

    Gonfin L2: Junior Member

    Messages:
    98
    Positive Ratings:
    4
    elaboration would be helpfull
     
  14. Gonfin

    Gonfin L2: Junior Member

    Messages:
    98
    Positive Ratings:
    4
    older change log
    ~~~~~A35~~~~~
    redid blu spawn, is now more frendly for blu
    added some clip brushes to cover props thad had no v-phys data


    ~~~~~A26~~~~~
    because of the nature of the map (red having easy access to blu's spawn
    im going to experement with a set of invulnerable lvl 1 sentrys that go up at blu spawn after pushing the cart 1/2 way to the first point

    some sinage has been added.
    still need to do soundscapes.

    ~~~~~A23~~~~~
    lighting is basically done
    added giant powerlines
    added railing on some parts of the path
    added cover along path
    health & ammo packs added
    getting ready for playtesting

    ~~~~~A18~~~~~
    blu spawn updated.
    giant sentry now turns and beeps like a real one, (tho now you cant climb into it)


    ~~~~~a14~~~~~

    cart finally travels to the end
    (to many lvl 4 displacements before)
    timers are default (+4min per cap)
    minimal props
    still in early stages of development
     
  15. gamemaster1996

    gamemaster1996 L13: Stunning Member

    Messages:
    1,065
    Positive Ratings:
    131
    looks good but confusing