Outpost

PL Outpost a2

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C00Kies

L3: Member
Sep 20, 2009
132
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
 
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about 20 ninjas

L1: Registered
Feb 1, 2010
44
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.
 

C00Kies

L3: Member
Sep 20, 2009
132
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
 

red_flame586

L420: High Member
Apr 19, 2009
437
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)
 

C00Kies

L3: Member
Sep 20, 2009
132
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
 

C00Kies

L3: Member
Sep 20, 2009
132
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
 
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C00Kies

L3: Member
Sep 20, 2009
132
edit: I think the dark spots are just a bad view of the shadows the rest should be lit up enough for decent play
 

C00Kies

L3: Member
Sep 20, 2009
132
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
 

C00Kies

L3: Member
Sep 20, 2009
132
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.
 

C00Kies

L3: Member
Sep 20, 2009
132
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