pl_repository

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Lowering those legdes isn't the only solution. You could try adding some steps or a cheeky player clip (but make sure that the clip is barely noticable ingame otherwise it will just look funny).

edit: Oh and try halving the size of the white trims you have in a lot of those shots thrown up by Cerious.
 

Cerious

L420: High Member
Aug 10, 2008
455
133
Wait, what white trims? Those things at the bottom of the screenie are put up by Imageshack, which hosts the images. I don't know how to get rid of it.
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
I feel that between the time blu takes the first point and the time blu takes the second point, that red spawn is problematic.

If red's doing well, they're respawning basically on top of the point, and if blu is doing well red is lucky to make it out of spawn alive.
 
Jan 31, 2008
555
1,482
Fixed all those things you mentioned except the cart float thing.
I have no idea why that happens. :(

And about the second point; is usually ain't that much of a problem during most of the tests I've had. We'll see if it happens again.
 
Jan 31, 2008
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Beta 7 released :)

Balance adjustments:
- Moved the visualizer at red's last spawn to prevent spawncamping
- Increased red's spawntime from 11-22 seconds to 12-24 seconds for the last cap
- Added medpacks that appear between cap 3 and 4 after cap 3 is owned by blue

Gameplay adjustments:
- A few playerclips have been added
- Lowered some ledges and provided ramps for smoother gameplay

Aesthetics:
- Removed "The chairman" poster and replaced it with some better, more fitting detail
- Changed a few textures and rock skins
- Made the tracks halfway to cap 1 end more naturally
- Added alot of detail to the room on red's side of the track at cap 2
- Added more detail to the room next to the last cap.
- The displacements under the track at the first hill is now touching the track

Download link is in the first post!
Let me know your experience with this beta :)
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Did you notice your map is featured on the front page of FPSB today? Zig was featured yesterday. It's nice attention.
 
Jan 31, 2008
555
1,482
Little men steal our arch!

pl_repository_b80000.jpg


The arch looked very unnatrual; and the beams around it just contribute to the bad fps.
But what do you think?
Better/worse?
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
can soldiers get up there? if so - awesome, if not - lets have the arch back!
 
Jan 31, 2008
555
1,482
can soldiers get up there? if so - awesome, if not - lets have the arch back!

Yes they can :)

Better! Also, the land bridge that the payload crosses after CP1 looks a bit strange, try making it just like the surrounding land, with a flat top with dirt/grass.

Yeah, it looks a bit strange, but last time I tried it looked very strange and the displacements were unsewable. If there was no tunnel there it would be alot easier. :(
 
Jan 31, 2008
555
1,482
The release candidate is now compiled :)
All that's left to do now is to make some chalkboard photos and pack them into the bsp.
 
Jan 31, 2008
555
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Release candidate 1 is now out :)
The first post has the download link

Fixed in Release candidate 1:

- Intro screenshots added
- The pit at the end is now a repository; rather than an empty square hole
- Added another building at the last cap
- Added more clientside physics props
- Fixed some more fade distances
- Fixed a place near the last cap in which you could get stuck
- Fixed a few places where the cart would get stuck when rolling backwards
- Changed a few textures to better fit the map
- Some fade distances fixed
- Moved red's last spawn to a better location
- Added a building at the last cap
- Improved the explosion
- Added an ammopack in the lower level before the last cap to help blue get some teleporters up
- Reduced the power on alot of displacements
- Removed the arch
- Removed a piece of the wooden wall at the last cap
- Added a small ammopack in the building at cap 2 near the one-way gate
- Compiled with HDR
 

uma plata

L6: Sharp Member
Jan 20, 2009
294
93
Love the small healthpack on the tower where the arch used to be!

This map is in rotation at the Agent Cartoons n' Carnage server, fyi

Good work dude
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Seems logical that you can get up there. You should be able to, anyway, considering the short way from the metal cover to the top of the rock. It's much better, even if the arch was pretty.
 
Jan 31, 2008
555
1,482
Seems logical that you can get up there. You should be able to, anyway, considering the short way from the metal cover to the top of the rock. It's much better, even if the arch was pretty.

Yeah. I didn't think the arch look pretty though.
Chunky, unnatrual and unaligned.
 
Jan 31, 2008
555
1,482
Looks like I managed to balance Repository, here is the team win stats from Canard PC:
repository%20rc%20balancing.jpg


That's 50.85% Red and 49.15% for Blue :)