pl_blast/launch - WIP (56k warning)

Discussion in 'WIP (Work in Progress)' started by Puddy, Dec 28, 2008.

  1. Puddy

    Puddy L1: Registered

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    pl_blast/launch - WIP (Now with movie!)

    Hi there fellas =)

    I'm back and ready to show my TF2-map. I picked up mapping after a 5 year break. So this is the first map since then! I think I've done fairly well in gameplay/looks-department but I am very much lacking when it comes to optimization. I'm rusty you know. I'll try to "save" the map but if I'm unable to I'll try to make the most of it and release it as a single stage map. But it is really supposed to be 2-3 stages.

    The "story" behind the area is that it's an abandoned logging plant up in the mountains. Mining stuff has been brought in to "hollow" the mountain and make way for... a rocket base (omg)! The final cap point will drop the payload down a circular hole where a rocket resides =)

    First an image I already posted that helps to show the first area outside blu spawn.
    [​IMG]

    Now 17 images from throughout the map.
    Comments comment the image above.

    [​IMG]
    This is the "end of" the first area.

    [​IMG]
    I.e. it narrows down and has three paths to the next area. One is the shortest (left). One gives the best elevation (middle) and one must be taken for the cart (right)
    .
    [​IMG]
    First fighting area. Blu come from the right hand side.

    [​IMG]
    [​IMG]
    Inside blu spawn.

    [​IMG]
    Alternative exit.


    [​IMG]
    The short pathway between first and second area. "High ground" route is visible in the top right (you can jump down from there and rocketjump up)

    [​IMG]
    Lower pathway as seen from the "high ground" route. Wood cutting room for scenic detail

    [​IMG]
    Inside high ground route. Window on next pic is visible if you look in the corridor.

    [​IMG]
    High ground route as it reveals next area through windw. Exit from lower pathway visible.

    [​IMG]
    [​IMG]
    The area continues and the screen below is basicly taken from same position but has turned 180 degrees. Final cap in sight.

    [​IMG]
    [​IMG]
    While looking at the cap and turn left, this is what you see.

    [​IMG]
    Two images of the "shortcut" route that ONLY red can take while first point ISN'T capped.

    [​IMG]
    Leads out into the tunnel for the payload cart.

    [​IMG]

    What do you think?
    Also, I would very much appreciate if someone experienced could have a look at the source files and point me in the right direction. And yell at me for being such an un-optimised bastard.

    I have a LAN coming up next Thursday... so it would be marvellous if I could get it functioning properly until then. I haven't fully compiled it yet (!) but I still believe performance might be a bit iffy. With fast compile it is pretty bad.
     
    Last edited: Jan 6, 2009
  2. Acegikmo

    aa Acegikmo

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    Looks very nice :)
    I don't really like the name though; pl_blast.
    Seems a bit too basic to me.
     
  3. Puddy

    Puddy L1: Registered

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    It's not decided yet. But something that has to do with rockets/missiles whatever. Launch is an alternative.

    And it was supposed to be pl_blastoff =p
     
  4. laghlagh

    laghlagh L6: Sharp Member

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    I like both pl_blast and pl_launch, there's no need to make it over-complicated.
     
  5. eerieone

    aa eerieone

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    what i miss with some alpine-themed maps is fog, which gives you more of an alpine, up in the mountains feeling.
    mustnĀ“t be thick fog, but sth that gives you the feeling that a cloud might be passing by
    a slightly blu-ish fog gives the player a colder feeling
    just try it out, gives the terrain more depth
     
  6. FreeLance_FoX

    FreeLance_FoX L6: Sharp Member

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    Looking fantastic!

    As far as names, maybe pick something that has to do both with the "blast off" theme and the mountain setting, like pl_stratos, pl_altamonte (literally means high mountain I believe), pl_altitude, pl_summit, pl_peak...?
     
  7. Puddy

    Puddy L1: Registered

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    I've compiled it fully and playtested it with 9 players =)

    Waaaay to short round time however and the second area seems a bit tight. I will not fix the latter but I will fix the time however and then post it here.

    A short film is in the tubes =)

    [ame]http://www.youtube.com/watch?v=jzkSfRJuKlI[/ame] <--- Showcase Movie =)
     
    Last edited: Jan 5, 2009
  8. Puddy

    Puddy L1: Registered

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    Last edited: Jan 7, 2009
  9. Puddy

    Puddy L1: Registered

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    The map can now be found on Lokalen #6 server: 213.115.191.51:27025
     
  10. Puddy

    Puddy L1: Registered

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    Anyone? Need comments before moving on to next stage!
     
  11. Apom

    Apom L6: Sharp Member

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    I did not test it so can't give gameplay advice, but I did look at the movie and it looks really good.
     
  12. Puddy

    Puddy L1: Registered

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    It would be a hard to test it since I haven't had a gameplay test here =)
    Only had one during a LAN.

    I'm mostly looking for input on grapics, bug-squashing etc.
     
  13. FLOOR_MASTER

    FLOOR_MASTER L3: Member

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    15v15 b1 -- Quick feedback on 2 rounds:

    This area for BLU is an impenetrable Zone of Death:

    [​IMG]

    Two things that can help -- a more secure area for BLU snipers that connects to the existing interior. This will probably have ramifications on optimization and isn't something that I think is crucial, so take it or leave it:

    [​IMG]

    A path for BLU that cuts through this region:

    [​IMG]

    That's not to say there aren't lingering balance issues anywhere else in the map, but this was the main thing that I can recall from having ran this playtest a week ago. We'll try it again soon.
     
  14. Puddy

    Puddy L1: Registered

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    Wow! Great that you got a playtest of it together =)

    I always knew deep down that this linear area would be a bitch. I wanted to have it tested to prove it. The part of the building in which you see on the last pic in the lower middle ("grey" walls with no detailing) was left so I somehow could make an alternate path. I was thinking of a goldrush-style "jumpdown" (i.e. oneway except for rocketjumpers) that lead underneath the building to the small room in the basement of the building to the left in the first pic. I'll make a picture later.

    Anyway, it would help alot if you could point out all the balance problems you find =)

    Cheers