Nuclear

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Thanks chaopsy. where abouts in the map did you feel there were too many sidepaths, or was it just in general :)?

Any more feedback guys?
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Glad you enjoyed it :)
Will be updating soon-ish, may put some screenies up sometime of my detailing in Blues initial spawn- very excited :)
 

Dance

L1: Registered
Aug 31, 2009
19
1
I like the layout. From the overhead view it looks very nice, even with the dev_textures! I can't wait for the final release :)
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Heres another BIG alpha update !


Alpha 13



So... I have done a lot of changes in this alpha, basically stretched the map out horizontally so its even less cramped, did a fair bit of detailing at the start and many balance changes and fixes throughout.

Lots of screenies, hope you enjoy!:)

And remember to give me all your thoughts and opinions !

pl_nuclear_a130000-1.jpg

pl_nuclear_a130001-1.jpg

pl_nuclear_a130002-1.jpg

pl_nuclear_a130003-1.jpg

pl_nuclear_a130004-1.jpg

pl_nuclear_a130005-1.jpg

pl_nuclear_a130006-1.jpg

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Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
i think it played very well today :DD
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Yeah its getting there :)
Im pretty pleased with layout, just gonna crack down on poitn be point balancing ;)
 

Acumen

Annoyer
aa
Jun 11, 2009
704
630
i really really think you should think about varying the light sources. in every screenshot i see the same hanging lights which looks rather boring in the end. just some wall or floor lights to spice things up a bit would make a huge difference !
and some more color differences in the lighting should also make it more interesting :)
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Wow. That looks so much better than previous versions. Keep it up!
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Thanks guys.
Any feedback from the tests we ran?
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
I think it's good so far, I didn't see any problems and the only reason we couldn't take the cart to the end was that no-one was being medic/getting ubers
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Thanks owl.
I reckon I may keep testing it further before making any real changes , I have to take into account all the things such as people not knowing the layout and teams being slightly stacked.
Main thing was that people enjoy it :) (I hope!)
 

Caliostro

L6: Sharp Member
Jul 6, 2009
261
110
Played this again today. So far the only criticism I can think of are the first and last points. It seems like both the first and last points tend to stalemate into a "blockade" kind of stand off, requiring massive brute force to breach.

On the first point, I honestly can't pin it... Might be the bottleneck right before the turn after the uphill fight, but I'm not sure.

The last point it seems to be because it's too "wide" with very little cover, making for some great sentry camping. So long as they have some support, sentries seem able to cover almost the entirety of the final room by themselves, thus constructing a few in key positions ends up covering the whole room with crossfire. Suggestion would be to maybe add some route straight behind them, or add some cover on the back area, so a single sentry can't cover the whole thing. On top of that you have to move the cart all the way to the middle of their base. It's like the end of badwater (which so often stalemates), but a bit longer and with no overhead positions to "bomb" or snipe the enemy nests from.

Another, minor, detail is that it's impossible to visually tell when the cart is supposed to "finish", since the glass area is huge in comparison to the "point". That, however, can be easily solved by either adding a "hazard-strip" overlay around the exact point where you win, or, as some suggested in the server, moving the winning area to the start of the glass.
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Thanks guys, Ive definitly got to do a bit of work on the last point and fix the issues with cap1 being easily loccked down.

Also will raise the height of many buildings if I can and so forth.

Hope you fellas enjoyed it :)
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Update time again...

Here we alpha 14!

A fair few needed changes are included in this version, lots of buildings have been heightened, bit of a redesign around cap point 2, more glorious editing on the last point as well just to name the biggies:)


Some Screenies:
pl_nuclear_a140000.jpg

pl_nuclear_a140001.jpg

pl_nuclear_a140002.jpg

pl_nuclear_a140003.jpg

pl_nuclear_a140004.jpg

pl_nuclear_a140005.jpg

pl_nuclear_a140006.jpg


Enjoy (and comment) :p
 

pl

L5: Dapper Member
Mar 6, 2009
248
55
The detailing's looking great, but I'm not particularly a fan of the blue-ish lighting in most of the pics. It kinda ruins the good detailing for me. Try giving it a bit of a yellow-ish tinge to it - that's how most maps are :)
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Thanks phil, currently its just using a slightly modified hydro lighting/ sky settings which is why it has the blue mist/fog tinge.
I will try out some different themes and such maybe next alpha (or beta, hoping im nearing that stage) :)
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
You may want to be quite cautious when using fog and having huge indoors, because it gives a sligt smoky atmosphère in there which you don't usually want.

I'm not bothered by the atmospheric bluehish of your sky, though.
Maybe the entrance in the first pic, could be a bit more bulky/dramatic. As the map is nuclear based, I'd love too see some use of the nasty greenish hue the half life serie is so fond off whenever radioactivity is featured ;) Have you got more screen of the more industrial-like areas in your map ?
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
You may want to be quite cautious when using fog and having huge indoors, because it gives a sligt smoky atmosphère in there which you don't usually want.

I'm not bothered by the atmospheric bluehish of your sky, though.
Maybe the entrance in the first pic, could be a bit more bulky/dramatic. As the map is nuclear based, I'd love too see some use of the nasty greenish hue the half life serie is so fond off whenever radioactivity is featured ;) Have you got more screen of the more industrial-like areas in your map ?

Thanks for your thoughts.
Ill definitly make the entrance/ intereior of the plant a lot more interesting and better looking once I finally get it to a stage where I'm happy with it :p

I may well implement green hue in spots with barrels and stuff, not suite sure how to do it properly- will ahve to doa bit of testing.

Unfortunaelty mosty of the industrial bits of the map are not yet detailed so they are just dev textured buildings or fill in textures atm.
I can uplaod some screeneis of areas if you want though. :)