PL pl_mountainpass_b1 2015-09-01

early beta of payload map

  1. yobleck

    yobleck L1: Registered

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    pl_mountainpass_b1 - early beta of payload map

    This is an early beta of a payload map I've been working on. Please provide feedback.
    specifically I'm looking for feedback on over all structure and balance. Location of spawns and health+ammo, cover and flank routes etc.
     
  2. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Your map has no lighting. You need a light_environment entity to cast light from the sky, and light / light_spot entities for indoor or shadowy areas. This is especially important for getting your map playtested here; fullbright maps like this are not allowed on the servers.
     
  3. Zed

    aa Zed Certified Most Crunk™

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    1. Never use fullbright. It carries over to any maps run on the server afterwards, preventing us from testing. At the very least, add environment lighting to your map.

    2. This map is early alpha at best.
     
  4. Kraken

    Kraken Few more zeros and ones for the site to proccess

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    I think you don't know how naming works.
    See this video
     
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  5. zahndah

    aa zahndah professional letter

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    Things that I found running around the map.

    Blu's respuply locker isnt flat against the wall.
    pl_mountainpass_b10000.jpg
    Blu's resuply locker also doesn't do the opening animation (make sure its a prop_dynamic and the associated model for the func_regenerate is set)
    pl_mountainpass_b10001.jpg
    make a forward spawn or a shortcut for red instead of teleporters... people will think they are acctual destroyable buildings not a shortcut for red to get to the front lines fast.
    pl_mountainpass_b10002.jpg
    there is a hole in the roof of the bridge
    pl_mountainpass_b10003.jpg
    no func_respawnroom near the blu doors.
    pl_mountainpass_b10004.jpg
    The blu spawndoor doesnt open. at all.
    pl_mountainpass_b10005.jpg
    this wall has nodraw on this side
    pl_mountainpass_b10007.jpg
    these brushes arent solid, is this inteded so that you cant stand on the roof?
    pl_mountainpass_b10009.jpg
    magical floating ammopacks:
    pl_mountainpass_b10013.jpg
    pl_mountainpass_b10014.jpg
    the roof of the final building doesnt seem as if you should be able to get onto it, you can see into this hole in the ground:
    pl_mountainpass_b10015.jpg
    or get this sightline to before cap 1:
    pl_mountainpass_b10025.jpg
    when I stood infront of the cart and crouched it kept uncrouching then forcecrouching me over and over so the screen spazzed out.
    pl_mountainpass_b10018.jpg
    you cant open either of the red doors as blu once you win
    pl_mountainpass_b10019.jpg
    just make a shortcut or a forward spawn for red
    pl_mountainpass_b10020.jpg
    cant open red spawn doors as red
    pl_mountainpass_b10021.jpg
    red resuply locker also doesnt do the opening animation and isnt flat against the wall:
    pl_mountainpass_b10022.jpg
    pl_mountainpass_b10023.jpg
    Strange area accecible by rocket jumping (looks unintended)
    pl_mountainpass_b10024.jpg
    long sightlines:
    pl_mountainpass_b10025.jpg
    pl_mountainpass_b10026.jpg
    pl_mountainpass_b10027.jpg
    pl_mountainpass_b10028.jpg
    pl_mountainpass_b10029.jpg
    Boom, blue spawncamped:
    pl_mountainpass_b10030.jpg

    Sorry for the long post, that is pretty much everything I found from just running around the map.
     
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  6. Yellow

    Yellow L1: Registered

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    I'd really suggest using dev textures, they make editing and changing the layout alot less annoying and time consuming. Simply type "tf" in keywords and "dev" in filter under the browse texture option.
     
  7. HQDefault

    aa HQDefault ...what

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    Dammit I wanted that name :C
     
  8. yobleck

    yobleck L1: Registered

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    thank you for all the advice. I'll rename it and go through all the fixes and hopefully have a better version up in under a month (sooner if I don't have to much HW)