pl_Borax [Updated]

Discussion in 'WIP (Work in Progress)' started by Fearlezz, Feb 5, 2009.

  1. Fearlezz

    Fearlezz L10: Glamorous Member

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    pl_Borax [Alpha 9]

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    kimpan7_94@hotmail.com

    Borax is pretty much just rocks. Rock, rock rock. Rocks everywhere! Push the cart through the checkpoints until the last one. The last point is the rocket. This is your objective. Destroy it or loose. With the help of the powerful fan under the rocket the barrel cart flies up and hits the rocket. Nifty eh?

    Capture all points as attacker before the times runs out.

    [ame="http://www.youtube.com/watch?v=MlXZLxMCW-M&fmt=18"]Payload Borax - Custom Cinematic Explosion[/ame]

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    Image 1
    Image 2
    Image 3


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    Alpha 9 released 10/03/09
    • Added new lighting, meaning shadowed areas, fog ect.
    • Added new areas and vertical advatages
    • Changed second CP area
    • Adjusted gameplay issues
    • Adjusted buildings
    • Adjusted health and ammo pack for better play
    • Fixed a bug where RED couldn't leave their second spawn
    Full changelog list (.txt)

    Known issues:
    • Just before CP1, the cart goes off-rail (does not affect gameplay).
    • Some model rocks are completly black
    • You can see the back of sertain displacements from a angel on the map


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    Last edited: Mar 15, 2009
  2. YM

    aa YM LVL100 YM

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    Honestly... someone was saying they couldn't do displacements at all the other day....

    Just remember what I said about aditional routes through side buildings ect, don't always force the player to be right near the cart and you'll do fine :thumbup1:
     
  3. GrimGriz

    GrimGriz L10: Glamorous Member

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    Are all of the ledges that look playable going to be playable?

    Looks really good so far.
     
  4. Fearlezz

    Fearlezz L10: Glamorous Member

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    If you are reffering to the second screenshot where the track goes up, then yes. But not on the higher cliffs. Those are not going to be playable
     
  5. DaBeatzProject

    aa DaBeatzProject

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    This looks (an) awesome (copy of Halfacre)!

    No, really, looks great! Can't wait to play it.
     
  6. Fearlezz

    Fearlezz L10: Glamorous Member

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    Quality always looks the same ;)
     
  7. Sgt Frag

    Sgt Frag L14: Epic Member

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    Some nice work on the displacements.

    It all looks pretty good but I gotta say I've never been a fan of rocks on top of buildings. It's one thing if it's more of a concrete bunker/tunnel style thing, but still odd. Especially at a corner like that, that's alot of rock weight, if it was in the middle of a rock face like a tunnel it would be more believable.

    But it is dev tex so who knows.
     
  8. AWESOME-O

    AWESOME-O L10: Glamorous Member

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    On picture 2, the cliffs above the most left building, please tell me there going to be playable.
     
  9. Fearlezz

    Fearlezz L10: Glamorous Member

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  10. AWESOME-O

    AWESOME-O L10: Glamorous Member

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    YAY!:woot:
     
  11. luxatile

    aa luxatile deer

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    I like the displacements. I like your focus on displacements and nature.

    I don't know what else to say, but I hope you'll have it ready for gameday. Looks excellent. :)
     
  12. Fearlezz

    Fearlezz L10: Glamorous Member

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    Great, thanks!

    Most of the displacements will be blocks in the alpha version.
     
  13. drunkie

    drunkie L1: Registered

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    I really dig the deep in the canyon feel that your striving for in it, theres something daunting about it that fits the PL gameplay style. Would love to see a layout overview of it tho. Just remember in PL maps, in my opinion, more height variance the better. CP2 in Badwater is the excellence all PL maps should strive for.
     
  14. Fearlezz

    Fearlezz L10: Glamorous Member

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    Yeah, there might not be so many height battles in the alpha version, but that can always change.
     
  15. Fearlezz

    Fearlezz L10: Glamorous Member

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    Updated with new screens, enjoy
     
  16. Randdalf

    aa Randdalf

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    Looks very nice, I'm interested in how the fan will turn out.
     
  17. zpqrei

    aa zpqrei Theme Changer Extraordinaire

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    Looking great so far! The only thing that conserns me is the clouds in the 3d skybox. They're too close.
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    Should be about this size:
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    Hope that helped.
     
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  18. toutfou

    toutfou L3: Member

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    I can spam Blus spawn from out here, once the gates are open.

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    I can open this door, as Blu - thus spawn camping Red
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    Snipers would have a better line of sight if a window was placed here, and they'd have more cover if you removed some of the other windows.
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    Displacement error, you can get stuck on this when exiting the door.
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    These two are deceptive, I thought I could demo jump up here. consider placing a fence or a higher cliff/rocks.
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    Displacement error. Paste this into the console to go to the area:
    setpos 78.972595 -2497.546143 2867.358887;setang -1.134038 -112.548492 0.000000

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    Very tight gap here, easy for players to be blocked when trying to push the cart - consider opening it up a bit so that there is at least 128 units free on either side of the cart when it's in there.
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    Place an invisible func_brush over this (which is disabled when the cart enters), I fell down whilst running around.
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    This one way door isn't very beneficial. The leadup to this area is extremely linear and would be very hard for Blu to cap. Consider placing an alternate path that leads to this building - but have the entrance quite a ways back from the final area.
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  19. Fearlezz

    Fearlezz L10: Glamorous Member

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    Thanks for the great feedback, it has all been noted.
     
  20. luxatile

    aa luxatile deer

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    There are a few areas which can only be accessed by crouch-jumping, such as the little platform (with blue texture) by BLU's first spawn, as well as the ramp and platform in the last picture toutfou posted. That's generally no good, since not all players know how to crouch-jump.

    I noticed there is hardly any metal at all by the final terminus. How are engineers going to set up a decent defense?
     
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