• Center Save Changes Reset

PLR Rush b10

2 Stage Payload Race

  1. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,131
    Positive Ratings:
    652
    Rush - 2 Stage Payload Race

    Rush is my entry for the payload checklist contest.



    Checklist:
    -Multistage
    -Multiple carts
    -Payload crosses over it's own path
    -Ledge of 256 hu in height
    -Rollback zone of 256 hu in height

    Rush only has 2 stages without set up gates. This is done as an attempt to work on some issues with multistage payload race. Many people say the first 2 stages don't matter because whoever wins the 3rd wins overall. Due to this, I've removed the 3rd stage. Winning the first stage will give you an advantage in the 2nd, winning the 2nd will win overall.

    The lack of setup gates is mostly due to the size of each area, as they are designed more as arenas like pipeline and nightfall's 3rd stage. The thought is that by trying to make each area useful, it will lead to more confrontation between players as they push the cart instead of them ignoring it and just killing each other. The overall stage length is extended by the use of rollback zones that can help stall the cart.
     
    • Like Like x 3
  2. Messing Around

    Messing Around L6: Sharp Member

    Messages:
    291
    Positive Ratings:
    137
    There's an Area portal bug on the 2nd stage (I haven't check the other side yet)
    [​IMG]
    [​IMG]
    Also on 2nd stage, these door frames (this and the other one on the left) are solid
    [​IMG]
    Not really a problem, but i think 2nd stage's spawndoors are a bit too small. The carts rolling into mid (instead of into each others base) is a cool idea though
     
    • Thanks Thanks x 1
  3. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,131
    Positive Ratings:
    652
  4. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,131
    Positive Ratings:
    652
  5. YOYOYO

    aa YOYOYO l 666: Memeber of the Sacred Duck

    Messages:
    522
    Positive Ratings:
    388
    This has got to be one of the most Gorgeous alpha payload map I've ever seen! Good job with this, it's quite fun too!
     
  6. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,131
    Positive Ratings:
    652
    STAGE 1:
    -added some height variation to mid
    -added more health and ammo to mid
    -changed last to be more defendable

    STAGE 2:
    -changed routes from spawn to upper area by mid building
    -made upper area by mid building more defendable by giving defenders more of a height advantage and attackers less of one
    -added board to walk from the top of right building on the opposite side of where the cart starts to upper mid
    -added large pipe to create a route from rollback zone to upper mid
    -removed drop down from spawn and made it a ramp

    Read the rest of this update entry...
     
  7. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,131
    Positive Ratings:
    652
  8. Asd417

    aa Asd417 e

    Messages:
    1,078
    Positive Ratings:
    762
    I forgot that I was waiting for this video
     
    • Agree Agree x 1
  9. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,131
    Positive Ratings:
    652
    OVERALL
    -fixed rollback zones to slow the payload as it goes up them like it's supposed to

    STAGE 1
    -reversed track path
    -added 2 new rollback zones and removed the previous one
    -changed around height variation throughout the map
    -changed large buildings at mid
    -added jump pads

    STAGE 2
    -moved spawn area to make it closer to upper tracks
    -added rollback zone at first ramp
    -pushed back bomb start area for losing team
    -added upper area for snipers across from final bomb drop area
    -added more height options on upper tracks for defense
    -raised ramp at final rollback zone for bomb drop

    Read the rest of this update entry...
     
  10. MaartenS11

    MaartenS11 L2: Junior Member

    Messages:
    57
    Positive Ratings:
    15
    I think you forgot to enable clip brushes when compiling
     
  11. FloofCollie

    aa FloofCollie asshole

    Messages:
    464
    Positive Ratings:
    362
    It's not fair, how do you cook up awesome alphas that are super inspiring and fun every time
     
    • Funny Funny x 1
  12. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,131
    Positive Ratings:
    652
  13. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,131
    Positive Ratings:
    652
    The fact that people enjoy it is as much of a surprise to me as anyone else.
     
    • Funny Funny x 1
  14. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,131
    Positive Ratings:
    652
  15. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,131
    Positive Ratings:
    652
    STAGE 1
    -removed jump pad and replaced with stairs
    -shortened the width of the mid area
    -remade side areas by health and ammo to fit the new size
    -added support thing in mid area to block some sight-lines

    STAGE 2
    -moved spawn rooms to be closer to beginning and end of cart tracks
    -removed underused areas
    -blocked nasty sight-line through the center of the map
    -made death pit more noticeable
    -added some more high areas at the curve before final cap
    -added jump pad from far right sniper building that'll throw you at last

    Read the rest of this update entry...
     
  16. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,131
    Positive Ratings:
    652
  17. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,131
    Positive Ratings:
    652
    • Like Like x 1
  18. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,131
    Positive Ratings:
    652
    STAGE 1
    -made the mid and mid building areas larger
    -added some health and ammo
    -clipped corners

    STAGE 2
    -fixed icky sightline
    -small detailing
    -clipped corners

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

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,131
    Positive Ratings:
    652
    STAGE 1
    -fixed stuck error areas
    -fixed non symmetrical bits that I missed last time
    -lined cart path up with track better in most parts

    STAGE 2
    -changed cart path so that teams should be near each other more often
    -edited level to match new cart path

    Read the rest of this update entry...
     
    • Like Like x 1
  20. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,131
    Positive Ratings:
    652
    -gave the map a very basic barnblitz facelift

    STAGE 1
    -made distance between spawn and that building with final in it shorter
    -added a slide :D
    -remade the left side of the final building to give defenders a height advantage to defend from
    -put a 1 way door in that same area
    -changed payload start area and tunnel to fit the new sizes
    -gave defenders a bit more highground at final
    -slide path leads to a route to the mid bridges to give teams another way around to their cart once it gets to that area
    -added path from left side spawn to final building
    -removed dropdown from left side spawn

    STAGE 2
    -lowered outside overhang to last and made the whole area a rollback zone
    -shortened upper area after 2nd rollback zone and made it into a building
    -edited spawn exits to match new lengths
    -removed "mine" ramp area and moved health n ammo packs on lowest low ground closer to outside
    -edited stairs tower thing to fit new height of overhang to final

    Read the rest of this update entry...