PLR Panic b2

By Ravidge

  1. juicyjames

    juicyjames L1: Registered

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    I see your line of thinking, and now agree it would probably be a bad idea to have it kill players. A push, on the other hand, sounds like a great idea since it'll give the map a bit more character, without affecting the gameplay much.
     
  2. NoHeroes

    NoHeroes L2: Junior Member

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    Having a real problem with a "disappearing carts" bug on this one. Our people love the map, but it keeps having to be reset every few hours due to the carts disappearing.
     
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  3. absurdistof

    aa absurdistof

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    The dreaded curse of the PAYLOAD SLAYER :O!
     
  4. Ravidge

    aa Ravidge Grand Vizier

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    I've also seen it happend and I've investigated the problem. Due to it's nature it's very VERY difficult to replicate!
    I came up with a theory for the problem and questioned the one and only (A Boojum Snark) what to make of it.

    In the end: I have adjusted a few outputs according to instructions. Hopefully this issue will be fixed in b2. Until then I advice you to stop capping the stage with both carts at the same time!


    PS. b2 will be out very soon.
     
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  5. SlayerBlitz

    SlayerBlitz L3: Member

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    I love your map man it is amazing. I really thought yours was way better then that plr_nightfall that won the contest. I can't wait to see what you do next in terms of maps. Your stage 1 was amazing and I loved to exploding wall from stage 2 but the concept you brought with stage 3 was something entirely new and unexpected from any payload map I've seen yet. Keep up the great work man.
     
  6. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    This is the most epic PLR ever created.

    I mean, stage 3 actually feels like a RACE, not a stall fest.
     
  7. Ravidge

    aa Ravidge Grand Vizier

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    BETA 2 RELEASED!

    General:
    New environment settings.
    Updated 2D-skybox.
    Optimized all stages
    -Agressive prop fading (popping might occur! Please report it)
    -Smarter occluders
    -and more...
    Switched a lot of wood beams to a dark metal. (stage 1 & 2)
    Minor details.
    Hopefully fixed a very rare bug, causing carts to not teleport to stage 3. (Credit to A Boojum Snark!)
    Removed the SOLID_VPHYSICS spam on mapload.

    Stage1:
    Hazardtape to display where the crossover starts.
    Replaced the wooden shack in the middle with electricity.

    Stage2:
    Hazardtape to display where the crossover starts.
    Added areaportals to the middle.

    Stage 3:
    Rollbackspeed reduced by 20%
    Cartspeeds halved.
    Every 30 seconds the carts accelerate slightly (both forwards and backwards) until it reaches the speed used in b1.
    Sealed off unused room at the top.
    Added forced spectator cameras for both endings.
    Smoothed out that annoying unclimbable displacement patch.

    [​IMG]

    ======

    Planned for future releases:
    New explosion model + animation for stage 2 (UURHGHH)
    Optimize filesize.

    ======

    Thanks for all the feedback from the competition, It really helps :)
     
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  8. The Gentlemanne

    The Gentlemanne L4: Comfortable Member

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    Nice!
     
  9. Leck

    Leck L1: Registered

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    its an awesome map, with that kind of ambient, but the bridge is too real, i mean, we live in a cartoon world no? Still awesome map
     
  10. flubber

    flubber L4: Comfortable Member

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    An excellent work on this one, it was voted almost 100% to take its place into our servers mapcycle. Kudos.
     
  11. DontWannaName

    DontWannaName L3: Member

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  12. Psy

    aa Psy The Imp Queen

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    You can stop the cart from moving if you stand on top of it whilst pushing it up towards the large signs below the center building.

    [​IMG]
     
  13. Ravidge

    aa Ravidge Grand Vizier

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    Like, blocking it's progress by being squished between the cart and the sign? Interesting!

    Also Thanks flubber and DontWannaName, I hope you have fun :)

    I've been doing some rethinking of some pathways in stage 1 and 2. Nothing big, but some new paths may be installed or rebuilt.
    It's gonna be awile before a release though!

    I'm still not sure about the brightness level in the map, so if anyone find a (too) dark corner be sure to post a quick image or 'getpos' info.
     
  14. Psy

    aa Psy The Imp Queen

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    Exactly that, Rav.
     
  15. The Political Gamer

    aa The Political Gamer

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    I have had a few times when the cart will not heal you on the last stage.
     
  16. Sgt.Sausage

    Sgt.Sausage L7: Fancy Member

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    That makes sense now, i was wondering why my health kept staying in red.
     
  17. Ravidge

    aa Ravidge Grand Vizier

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    It's on purpose. after you pass under the last wooden sign (in Psy's picture) the dispenser stops healing, but continues to gives ammo.

    Both teams can taste the victory if they are fighting on that last stretch of track, so no one wants to leave the cart. And with constant health refill it would always end up in a semi-tie.

    It has worked fine for gameplay reasons, but It's kinda confusing and I'm looking for a way to convey this to the players... if it turns out it's too frustrating I might just put the dispenser back in.
    EDIT: to clarify: the dispenser is only disabled at the top part of the track, it's working normally everywhere else.
     
    Last edited: Dec 20, 2009
  18. Masakari

    Masakari L1: Registered

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    Just thought I'd stop in to say that people have really loved the map since the B2 release - it's actually the highest rated custom map on our server right now! People had complained about the speed on the last stage before the new version, but people seem to be enjoying it now! Great work!

    (And yes, I think I'm becoming a fanboy for your maps :p )
     
  19. flubber

    flubber L4: Comfortable Member

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    The same here, one of the best rated maps ever on our server. Just the problem of the end stage 3 can be really long :D.

    BTW if i add a timelimit (our servers usually don't have one and only goes by maxrounds) will one team win the game if it's payload is the higher one, or will it just be a stalemate?
     
  20. Pc_Madness

    Pc_Madness L4: Comfortable Member

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    Is the point of Stage 3 to cap it, or to simply let the other teams cart fall off the edge? Cos the second option is a hell of a lot easier than the first. :p The speed at which the cart moves up the hill is insanely slow. Would be nice if there are one or two flat sections, but the cart takes a while to slow down, so if the cart gets to near the top of the hill and then stops being pushed, it'd roll straight through the flat sections.

    Just my suggestion anyway. :)