- Nov 30, 2007
- 439
- 34
After some name soul searching, this is what I came up with. Most of my testers like the name so I guess I'll be sticking with it. It is a single stage 4 checkpoint map (with the bombpit the 4th point) just like Badwater is set up. It's slightly larger then Badwater (I think 140 track pieces) and a similar linear style utilizing some more open areas in a few parts of the map. So far, during testing, several things needed tweaked from original version but now on beta 3, mostly everybody has been happy with how it looks and plays. There are enough good engi spots, some good sniping lanes while leaving enough cover, etc. Like Badwater, Blu gets a new forward spawn upon capture of checkpoint C but I have made my Red spawn routing configuration just a little different. Red team stays in same spawn room through checkpoints A and B but different exit routes are presented during those captures, and then finally they get an entirely new room once checkpoint C is captured. I'm happy with the bombpit explosion. I didn't make any custom animations but I did do alot more then some other pl maps have. The tracks that blow back obviously worked and the other normal stuff like the shake and the fire, but my func_breakable floor works out well and once it blows, it reveals the displacement pit below.
I'll show a few recent screenshots but if you want to check it out right now, you can go to my clan server (info below) and play it there. I will have it up there for another week for continued testing (just in case) and then I will release the map officially here. I'm still not totally certain of the amount of time awarded to the blu team upon capture of each point so right now it's set up the same as Badwater. Although I think the final times may be very close because the games we've had have been close battles, sometimes with Red running out of time just as the cart had only a few feet more to go. I will probably want more feedback regarding times once we have a full server a few more times. I will also be adding some more small detail items in the next few weeks.
Thanks to grazr and foreverkul for helping with a few ideas and some isolated testing as well as to some of you who helped me with information on how to fix some of the map problems I was experiencing (Cameron, Youme, Snark, TracerDX,etc...). Much appreciated.
Server Info:
]NsR[ 24/7 pl_badwater 98.119.105.12:27016
It is 24/7 right now so you can run through the map at any time. Not many players know about it right now and usually only people are there when my clan schedules a testing time event but feel free to go run through it and check it out and give me some feedback if you would.
Thanks.
I'll show a few recent screenshots but if you want to check it out right now, you can go to my clan server (info below) and play it there. I will have it up there for another week for continued testing (just in case) and then I will release the map officially here. I'm still not totally certain of the amount of time awarded to the blu team upon capture of each point so right now it's set up the same as Badwater. Although I think the final times may be very close because the games we've had have been close battles, sometimes with Red running out of time just as the cart had only a few feet more to go. I will probably want more feedback regarding times once we have a full server a few more times. I will also be adding some more small detail items in the next few weeks.
Thanks to grazr and foreverkul for helping with a few ideas and some isolated testing as well as to some of you who helped me with information on how to fix some of the map problems I was experiencing (Cameron, Youme, Snark, TracerDX,etc...). Much appreciated.
Server Info:
]NsR[ 24/7 pl_badwater 98.119.105.12:27016
It is 24/7 right now so you can run through the map at any time. Not many players know about it right now and usually only people are there when my clan schedules a testing time event but feel free to go run through it and check it out and give me some feedback if you would.
Thanks.