pl_Borax [Updated]

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
I like the overall looks so far, I hope you fix the displacements by the right of the blu spawn and also stop it from being such an easy way to win if you get one or 2 sg's up there.

And I too like the 'nothing is upside down and it hasn't ever been overlay.

Owl
 

Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
I like the overall looks so far, I hope you fix the displacements by the right of the blu spawn and also stop it from being such an easy way to win if you get one or 2 sg's up there.

And I too like the 'nothing is upside down and it hasn't ever been overlay.

Owl

How do you suggest me to 'fix' it? :confused:
 

Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
Alright, taken not only yours but other concerns of the blue spawn looking too much like badwater into consideration. Not only consideration though, but I've actually tried to looks different so here we go.

Small images
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Here are some images of the shortcut tunnel, Im not sure about the lightning. Any comments on that?
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3328399905_72de85272d.jpg
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Those lights inside the caves are horrible! Needs more color. ;)
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
regarding the lighting in the shortcut tunnel, i think lanterns would fit better
 

mtv22

L3: Member
Feb 28, 2009
116
22
The payload track in Blu's base is misaligned in a couple of spots, and changes lighting.

borax.jpg


Also, the red spawn at the 2nd to last point is blocked, the whole team can't get out until blue pushes it and starts going for the last point.

On the last point, if you jump above the fan, you can hover in the air and get a bunch of easy kills.
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
I was really impressed with this map, but I think red's first spawn is far too close to checkpoint 2. It might have been the fact that there were 32 players, but it was really hard to push the cart to that section. I'd suggest to make it easier, make the shortcut tunnel a little harder to defend for red. I put a single sentry up above it and the attackers really couldn't do a thing... and there was just me and a pyro guarding that area. Sure, the enemy could have come in with an uber, but for the second checkpoint on the map that seems silly. I would switch the upper walkway to the opposite side of the room which would make it a lot harder to control for red.
 

KarmaKaze

L2: Junior Member
Dec 14, 2008
52
13
You still have that problem where RED can't get out of the one spawn room. Looked like the door was open but you couldn't walk thru.

Fun map.
 

Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
You still have that problem where RED can't get out of the one spawn room. Looked like the door was open but you couldn't walk thru.

Fun map.

Yeah, I looked into it and it seems like the func_respawnroomvisualtor or whatever is tied to a blue spawnroom. So this is why it blocked RED from coming out. Cool that you liked it though.:)
 

Cerious

L420: High Member
Aug 10, 2008
455
133
ugh. One thing I despise about Badwater is that bluish haze everywhere. It really frustrates me.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Yeah, I don't know if it really needs the bluish fog. You could always try a brown color and it would make it look dirtier.

But that's a really dry climate, no fog unless it's very early morning in winter.

No complaints, fun map and I wish the server hadn't started laggin. Before that it seemed like it was running really smooth and even with the lag my framerate was good.

I agree that red spawn at point 2 might be a tad too close.