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PL Outpost a2

Made by C00Kies

  1. C00Kies

    C00Kies L3: Member

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    Hay everyone,

    Here is a map Ive been working on for a while now. Its a Payload map set in an Upward/coalmine setting with a twist.... Its a Gravel pit stile map in which A+B are captured with PL carts and C is captured by person. Every thing gameplay wise works (i believe) however the HUD dose not and I am not sure how I can make a custom one. This is the main problem I am dealing with now and I would appreciate any help.

    Gameplay:
    Blu must capture both A+B in order to capture C
    A+B are captured with PL carts
    C is captured manually
    A+B track layout is almost the same in length
    When A is captured, a shortcut door to B for Blu is opened
    When B is captured, a shortcut door to A for Blu is opened
    When A is captured, Red' short cut door to A is closed
    When B is captured, Red' short cut door to B is closed
    PL carts will move back after 30 sec (i may change that were they wont ex.PLR)
    When A+B are captured, a rout to C is opened
    Blu may gain access to C outside of the side rout

    Side Notes
    I think this map may have a large time limit (its set on the GP times now)
    If this map ends up to be too crazy for a A+B>C map i could probably change it to a quick 3 stage map.
    I made cubemaps and they were working but they broke....
    I'd appreciate any help especially with the HUD

    Thanks alot
     
    Last edited: Jun 7, 2011
  2. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    On a custom gamemode, dont expect the HUD to do anything good.
     
  3. C00Kies

    C00Kies L3: Member

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    Ya.
    Is there a way to make a custom HUD?
     
  4. jpr

    aa jpr

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  5. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Gah... full bright...

    Though, this looks interesting, when it comes out of full bright, I'd be interested to see how it plays.
     
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  6. kwp20 pitts

    kwp20 pitts L1: Registered

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  7. about 20 ninjas

    about 20 ninjas L1: Registered

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    Quite an idea, looks like it could be awesome. Getting some lighting in there, though, will definitely help so our eyes dont bleed and we can see whats happening. Looking forward to a test.
     
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  8. C00Kies

    C00Kies L3: Member

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    Thanks alot kwp20pitts ill try it out

    and yes putting in lights will be my next task and ill try to get that out ASAP
    Thanks for the imput
     
  9. kwp20 pitts

    kwp20 pitts L1: Registered

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  10. red_flame586

    red_flame586 L7: Fancy Member

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    Interesting, but could be quite confusing as well. Get it out of full bright and i'd be interested how it plays out.

    Otherwise, there are a few open areas, and other places where it's a bit cramped, but doesn't look all that bad. Also, the displaced ground clips over tracks abit, in dev textures, if you're using displacements, only use them for cliffs, and leave the ground as is, unless the displacement is essential to game play (e.g. a hill that blocks sightliness or gives access to another important area, but that could still be roughly done without displacements)
     
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  11. C00Kies

    C00Kies L3: Member

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    Update

    A2 (March 1st)
    -added lighting
    -changed some layout and bugs
    -fixed some doors
    -added more time (7.5)
    -added a DEATH pit at B


    A2: I put in lighting so your eyes wont bleed out anymore, added more time (7.5) this is probably too much but I need to test it, and added a DEATH pit at B in the lower pond area w/the water fall which should remove unessential land and lower sight lines on the "stage"

    My next step is to start optimizing I think (haven't gotten really past this stage before) I know how to use Area portals but Hints are still blow my mind.

    Pleas send in any comments that ya have
    -Thanks
     
  12. Fredrik

    Fredrik L6: Sharp Member

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    I think that the lightning looks pretty strange but I don't know why. And some places are pretty dark.
     
  13. C00Kies

    C00Kies L3: Member

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    Ya, Im sure the lighting is pretty funky, Ill go through and make sure ill fix some of the dark places and makes some nicer lighting
     
    Last edited: Mar 4, 2011
  14. C00Kies

    C00Kies L3: Member

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    edit: I think the dark spots are just a bad view of the shadows the rest should be lit up enough for decent play
     
  15. C00Kies

    C00Kies L3: Member

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    Update!
    Took a while to finish do to an effort to try to get a CP map for the contest but now its back to Outpost :thumbup:
    Just making technical changes to the map before I move to A3

    A2_2 (May 26)
    -Fixed a lot of doors and other bugs throughout the map
    -Closed red's mini resupply room to A (there is still a short cut though)
    -A Cart now dispenses health and ammo
    -Tried Fixing the HUD (didnt work)


    Thanks
     
  16. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    Looks a bit empty at some spots... But i suppose you are gonna fill something in there. The gamemode sounds really interesting :)
    I had a similar idea once...
     
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  17. C00Kies

    C00Kies L3: Member

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    Ya, hopefully i will be able to get it in a game day so i can see how the empty areas should be filled. Im not sure if i is ready for a game day or not.
     
  18. C00Kies

    C00Kies L3: Member

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    Update

    I think its ready to move into A3 and for a game day.
    Please give me any comments/fixes

    A2_3 (June 7)
    -added light
    -more fixes