PL pl_sunsetbaytown A12_A

A Payload map that takes place alongside and through an oceanside town.

  1. Illius

    Illius L2: Junior Member

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    pl_sunsetbaytown - A Payload map that takes place alongside and through an oceanside town.

    [Name Pending]

    My first map, where BLU pushes a cart alongside and through a sea-side town, complete with Lighthouse and mid-town Clocktower.

    What is it?
    A 4 point, Single Stage Payload map traversing through this town.
    Point A: A quick bend around the road that follows the sea, just before a major tunnel/building, with a couple of buildings for cover.
    Point B: The cart goes through the tunnel, however there is a large building to one side that connects all the main routes through the area, and an overhead area that gives a large height advantage, and directly connects to the next area; a lighthouse that the cart rounds about.
    Point C: A thin road with a building on each side.
    Point D: A large plaza that revolves around a clocktower towards the middle, with the road climbing up it. The cart rounds the clocktower before being dropped inside the tower itself.


    Closing Words:
    Well as I said before, this is my first map (and I am still relatively new to the sight so apologies if this seems over-formal or such), but would appreciate any feedback.

    And if you're looking this up a special thanks to you!
     
    Last edited: Apr 6, 2016
  2. Aeix

    Aeix L3: Member

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    My initial thoughts from the screenies:
    Nice work - if this is your first map then you have done a pretty good job with it, and personally I don't think it looks particularly overscaled.
    However:
    Blu Spawn - if the water contains a trigger_hurt, which I will assume it does (unless you have swimming implemented in your map :p) then the exit path from Blu to the payload looks narrow and a little choked.
    Point A - looks okay, if a little cramped (although I would guess you have flanks inside the buildings)
    Point B - I really like the idea that is there, but translated into a point? It looks extremely bare and open, which will make it pretty frustrating (if a little boring) to push. I would recommend another building perhaps, or at least considerably more cover.
    Hopefully this feedback isn't completely wrong as I'm currently just looking at the screenies :)
    It looks pretty nice though, I look forward to seeing it on an imp or playtesting session sometime!
     
  3. Illius

    Illius L2: Junior Member

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    Hmm... I see what you mean. I do have that back alley (though I think it's hard to see) that comes out just behind those crates. I'll look into that.
    Correct. The first building goes to a second floor which leads to that overhanging balcony, and the back alley. However I think playtesting will probably help decide this.
    Yeah, that's an issue I've been having. Obviously I don't want to completely rework the whole thing but I'm having issues thinking of what else to put there (A friend recommended a storage house, and I may do that). If you got any suggestions it would be handy, since I'm stumped what to put in without forcing it in. I was thinking maybe a boathouse or something on the outer side as well.

    Thanks! And no, I definitely see what you mean with your feedback so it's not completely wrong. XD
    If I can at least keep up this rate I should at least hopefully have a playable version within the next few weeks, even if it is a little crude (Just finished Point C layout + tracks, so all that's left is Point D, and I do have a sketch planned out). Who knows, maybe with some luck it'll be in the next big session! *Raises hopes knowing that it's not likely*
     
  4. Illius

    Illius L2: Junior Member

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  5. Nicky

    aa Nicky Lets try something new!

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    You can actually upload screenshots straight to the thread, instead of through steam. It makes viewing them easier as they are all in the same place.
     
  6. Illius

    Illius L2: Junior Member

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    Ahh. I actually missed that XD
    Good to know.
     
  7. Illius

    Illius L2: Junior Member

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    • Updated Point D to have new final cap (cart now drops into the tower, which is a killzone pit)
    • Added Forward BLU Spawn and Backward RED Spawn (Tied to Point B)
    • Improved Lighthouse area including:
      • New Boathouse
      • BLU Forward Spawn + updated entryway to side building
      • Sightline blockers
    • Props around the map to break up areas (Namely at Point D)

    Read the rest of this update entry...
     
  8. Illius

    Illius L2: Junior Member

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    It's finally a playable map folks! I plan to try and submit it for the next NA Gameday that I can, and see what needs fixing.

    Main changes include:
    • Spawns now work properly
    • Pickups have been added
    • Mild Rework to some areas
    • Engineer given some love (Point A especially... Engi couldn't build anywhere effectively)
    • Adjusted time awarded
    • Signs!
    • A couple added platforms to the Clocktower area
    • Clipping Regions added (No leaving the map folks!).
      • However, with some creative jumping you can go around the first building over the ocean still. BASE JUMPER RECOMMENDED IF YOU WANT TO ATTEMPT THIS!
    I hope to see how people enjoy this map now!

    Read the rest of this update entry...
     
  9. Illius

    Illius L2: Junior Member

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  10. Illius

    Illius L2: Junior Member

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    For some reason the backward spawn for RED (Ie. Point D spawn) would remain active between rounds. I think I fixed it but if it happens let me know ASAP!

    Read the rest of this update entry...
     
  11. Star Bright

    Star Bright L2: Junior Member

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    So I took a quick look around your map, and here's some things I noticed.

    20160403155735_1.jpg
    BLU's first spawn seems odd. Four resupply lockers underneath, and none up top?

    20160403155900_1.jpg
    This area could use some more lighting.

    20160403160127_1.jpg
    The layout of A I really dig, but the building I'm looking at you can only get to by either rocket jumping or the building to my left. Another access point to it could make it a tad more defensible.

    20160403160335_1.jpg
    These stairs look odd.

    20160403160438_1.jpg That area down there is a tad dark.

    20160403160716_1.jpg
    The lighting on this section of track looks funny, but that's not terribly important.

    20160403160815_1.jpg
    This sightline worries me. There's no cover to break this up, so a sniper could stand at the tunnel in the way back and have a lot of room to dominate.

    20160403160903_1.jpg
    Not sure why this is so red, lol

    20160403160910_1.jpg
    This either.

    20160403160935_1.jpg
    Another worrying sightline. Also, does the cart need to be so windy-wavy in this area? There aren't any props around that would warrant such a weird track.

    20160403161155_1.jpg Yet another massive sightline that could cause headaches.

    20160403161214_1.jpg 20160403161235_1.jpg 20160403161240_1.jpg 20160403161349_1.jpg Some weird areas on last where the track segments don't quite align.

    20160403161404_1.jpg There weren't any issues with this, I just felt like noting how much I liked this courtyard area.

    I forgot to get a screencap in time: In the last area, when the cart reaches the end, it tips down a tad first before last is considered "capped".

    20160403161419_1.jpg Why is this spectator point open? It serves no purpose once second is capped.

    In terms of layout, I loved the map, it just seems a bit too open in areas for Snipers. Really look forward to whatever comes out of this! ^^
     

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  12. Illius

    Illius L2: Junior Member

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    Ahh, yeah. I can definitely look into the light (I'm not sure why those are so red either, I've moved lighting around, changed the lighting, etc. etc. still no results).

    As for those sightlines I can definitely look into adding some dividing obstacles to break that up.

    As for the tracks, I mostly just set them up more as a guide for now, rather than the actual looks, which is why they don't quite align. But it's definitely something I will take note of.

    A second route for that overhang, eh? Yeah. I'll look into that, and try to come up with a reasonable second access point for it.

    The winding path, that was more me trying to make the track a tad longer, but yeah I should give it some reason (hell, I can use that to also break up that sightline a tad).

    Anywho, thanks for the feedback! I'll definitely look into that!
     
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  13. Illius

    Illius L2: Junior Member

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    • Added alternate path to Point A Balcony (From white building, second floor)
    • Added some obstacles to break up sniper sightlines
    • Added walls on second floor at RED's second spawn.
    • Some lighting changes.

    Read the rest of this update entry...
     
  14. Pocket

    aa Pocket func_croc

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    That weird red brush probably has invalid UV; sometimes (it seems to happen mainly when you're doing a lot of alt-right-clicking) you can mess up the texture alignment so badly that it's somehow not coplanar with the face itself, and the compiler copes by marking it red, possibly to alert you that something's wrong. Though I've never seen it do that and still have the texture visible before. Just remake the brush or re-apply the texture.
     
  15. Illius

    Illius L2: Junior Member

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    So that fixed that wall texture, but the door on the other hand I've already replaced numerous time and it's still the same bug on that side of it.
     
  16. Aeix

    Aeix L3: Member

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    With the tracks, I tend to have shadowing and self shadowing disabled, it tends to lead to really weird lighting on and around the tracks :p
     
  17. Illius

    Illius L2: Junior Member

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    Alright, big update (imo) to the map.

    • Fix logic breaking between rounds.
      • Tested numerous times with bots so this should actually be sound. Don't hesitate to let me know if it still breaks.
      • This also added working teleporting RED Players out of forward spawn when B gets capped
    • Added some doors that open during captured points to prevent BLU from flanking too far behind RED.
    • Lowered overhang to ground level on D (Ie. The one that overlooked RED spawn)
    • Changed some small Health Packs to Medium Health Packs
    • Added Health and Ammo Packs around Point A
    • Opened some sightlines in narrower areas so Sniper is no longer useless (you can still flank him. There's numerous routes, after all)
    • Simple Texturing from BLU Spawn to Part of Point B
    • Ease of Understanding signs added (no more players running face-first into 1-way doors)
    • Added some alternate routes
    • Some various QoL changes around stairs and the like
    Looking forward to playing with folks again on this map (Without all of RED being trapped in spawn... Sorry folks, this is why singleplayer testing sucks). Some points of interest I want to see how they play out is:
    • The side route that goes up to RED spawn from Point C (blocked off until C is capped)
    • Path to Point C. I hear it can be hard to defend as RED but that was during the spawn issues, so I'll see where it goes from here. May add a second forward spawn to help with this if issues persist.
    • Point D. Because of spawn issues I have yet to see any interaction here, due to the fact RED is unable to fight back.
    • Various areas around Point B.

    Read the rest of this update entry...
     
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  18. Illius

    Illius L2: Junior Member

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    Not much changes, just a couple QoL and visual changes:
    • Fixed door on D that used to go up (through the roof)
    • Some clipping brushes added around stairs
    • Some more textures added
    • Props properly located
    • Barrels added (because boredom)

    Read the rest of this update entry...
     
  19. Illius

    Illius L2: Junior Member

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    So last play session brought up that the RED spawns were too close to the points, so I made some changes to move them back (First spawn is now partway to C, second spawn has a large waterway going under, with some bridges).

    • Relocated RED's spawns, will watch to see if this needs further tweaking
    • Altered right-side flank from C to D, now has increased height (again), as well as starts before the choke point.
    • Added some lighting and more textures.

    Read the rest of this update entry...
     
  20. Illius

    Illius L2: Junior Member

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    So after last playtest there were a handful of issues with Point C (namely, people seemed to not notice alternate routes, or didn't make use of them), and it left to a lot of people treating the road like a corridor. Hopefully this update fixes that.
    Among other things, now there are cubemaps (because I didn't realize I had to do that before! Huzzah!) to help improve the overall look of the map.

    • Added alternate routes to Point C
    • Added some additional areas immediately around Point C
      • This is to help give RED actual defensible locations, and BLU footholds once they break through it
    • Pushed RED Forward Spawn backwards to shortly before Point C
      • Original RED Forward Spawn is now recommissioned as a side-route for C
    • Added CubeMaps, so no more water issues (hopefully... I didn't notice them before)
    • Slightly changed the track to Point C
    • Added more lighting
    • Changed BLU spawn around a bit
      • No more hidden "Back Door", it's right next to the other 2 main staircases
    • Moved around some Pickups
    • Removed One-Way door on Road to Point C
      • With the Road to Point C changes, this felt pointless, in addition to already slowing down before these changes
    • Some better Clipping
      • Mind you it's not perfect clipping, by a long shot, but Gameplay is my core focus right now, and clipping from ridiculous spots usually isn't a priority due to that. Ie. If I missed some clipping that has been mentioned, that's because I'm not worried about it right now, and it doesn't seem gameplay altering imo.
    • Removed some uneeded signs
    • Altered and added some textures
    • Updated Screenshots
    Currently watching gameplay around:
    • Point B
    • Point D
    • Road to Point C
    • Road to Point B

    Read the rest of this update entry...