PL Sandsnake a7

Atop a desert ridge sits a metal bracket factory, Welcome to Payload Sandsnake!

  1. Uncuepa

    aa Uncuepa

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    Atop a desert ridge sits a metal bracket factory, but architect made a grave mistake. He put the fuel tanks in a vulnerable pit at the end of a lengthy trail of cart tracks. Let's hope some mercs don't take advantage of this weakness!

    Welcome to Payload Sandsnake, an in development custom map! All feedback is welcome. Just remember, all detailing and gameplay is subject to change.

    Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=478729219
     
    Last edited: Jul 25, 2015
  2. Prolyfic⁸

    Prolyfic⁸ L5: Dapper Member

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    kk m89
     
  3. Kraken

    Kraken Few more zeros and ones for the site to proccess

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    That all looks like it could fit in a box.
    But everything else is actually pretty fantastic.
     
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  4. Uncuepa

    aa Uncuepa

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    This is basically my answer to Cactus Canyon. Cactus Canyon looked good at first, its first was great, its second was meh and its last was ok. But it has been months since an update and the map is boring. I wanted to see what I could do with a similar style but as a single stage payload. As it stands, the map should be ready for testing within a couple days.
     
  5. Prolyfic⁸

    Prolyfic⁸ L5: Dapper Member

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    When you say the last one, you say Stage 3 (old) or Stage 2 (new) ? Nah because I like the Stage 2 (old), not the 3rd (look like an arena)

    And if you want to do an another map like cactus canyon, you use the bad nature texture.
     
  6. Uncuepa

    aa Uncuepa

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    When I refer to the stages n cactus canyon I mean

    First = Current First
    Second = Removed Second
    Third = Old third, current second

    Darn volvo making things complicated, maybe they should remove the cactus canyon beta for being too confusing....
     
  7. Kraken

    Kraken Few more zeros and ones for the site to proccess

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    Yeah lets take the snowplow approach. It always works.
     
  8. Uncuepa

    aa Uncuepa

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  9. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

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    Name it cactuscanyon2 ala dust and dust2?
     
  10. Uncuepa

    aa Uncuepa

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    For a college assignment i wrote a back story to the map. An owner of a metal bracket company in boston wanted to expand his company so he called radigan conhager (grandfather of engineer, inventor of the life extending machines), his old friend, about buying some land in texas for a new factory. Two plots of land available were cactus canyon and sandsnake ridge.

    I am invested in this map.
     
  11. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

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    Invested just like Radigan Conager?
     
  12. Uncuepa

    aa Uncuepa

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  13. JMaxchill

    JMaxchill L5: Dapper Member

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    Saving this space for a run-down. Edit incoming! (not anymore it's not!)
    1. Too much health and ammo. Everywhere. From most spots, you can see one or two others, and there are points (specifically 1st to 2nd) where you can get fully healed in just a few seconds.
    2. Erratic clipping & indications. At 3rd, there's one roof which you can get onto, and another which you can't. If roofs aren't clipped, colour them as floors or walls, would be my suggestion.
    3. No arrows. This map is fantastically simple, so they generally aren't needed, but I would recommend them to make playtests easier, otherwise half your feedback will be "no arrows".
    4. The blue spec cam at the very start looks too low - you can only see the cart and the side of the crate, and that obscures everything else.
    5. When last was captured, console reported "Entity 79 (class 'team_train_watcher') reported ENTITY_CHANGE_NONE but 'm_hGlowEnt' changed." Don't know what that means, or if it means anything, but I thought you might like to have a look.
     
    Last edited: Apr 10, 2015
  14. Uncuepa

    aa Uncuepa

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    This one is odd. I originally had the roof clipped, but it was at such a height that it looked right but it was frustrating that you couldn't get on it, so I unclipped it. The other roof is too high and at such an angle that naturally, unless you're a soldier, you wont try to get up there.

    As for the arrows, yes, that will be done very soon.
     
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  15. JMaxchill

    JMaxchill L5: Dapper Member

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    I suggest making the roof you can get onto the same colour as the walls, so people realise they can get onto it. If they're both the same colour, people assume they're both the same :D
     
  16. JMaxchill

    JMaxchill L5: Dapper Member

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    OK, just gone through and taken a metric ton of pictures :D This map is great!

    SUGGESTION FOR HEALTH & AMMO:
    Downgrade all of them. Full to medium, medium to small, small to nonexistent. Atm, this map will be great for heavies, engies, demos... spam classes.

    http://i.imgur.com/oN8mU9X.jpg
    To me, any passageway like this should lead somewhere. The medkit is wasted - Blue can go to respawn for health and Red probably won't hold there anyway. Maybe put it on the roof of the crate to encourage soldiers to hold up there?

    http://i.imgur.com/afgIQ3l.jpg
    There's only one way out of there, and it's the cart route. Since the grey platform on the right looks like the best place to hold, maybe add a tunnel from the underground section to the lowered bit at 2nd?

    http://i.imgur.com/3L0480L.jpg
    2nd doesn't appear to have any good flank routes - either follow the tracks and get spammed out, or go to lower and get spammed out. Maybe add a path round here so scouts, spies, etc have a chance to get behind?

    http://i.imgur.com/Jx0U2xi.jpg
    Just me being petty, really, but I feel like this door should lead somewhere...
     
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    Last edited: Apr 10, 2015
  17. Uncuepa

    aa Uncuepa

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    I like that!

    I was considering that. I'll wait until a playtest before making that change.

    I will lead somewhere once I detail the map, but it won't be in playable space.
     
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  18. JMaxchill

    JMaxchill L5: Dapper Member

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    Splitting this up a bit for stats :p

    http://i.imgur.com/Db24bbl.jpg
    That full ammo (which should probably stay IMHO) is only really accessible to Blue, since Red will probably leave 2nd by the doorway down to 3rd. Maybe add a window & stairs back here so it's a viable sentry spot? (still pretty easily spammed, but you can pick it up and put it on that roof)

    http://i.imgur.com/VlSiD6N.jpg
    Again, doorways. Could those two be linked? xD

    http://i.imgur.com/orxtUQX.jpg
    THE most urgent problem (ahead of the ammo & health!). Blue spawn there, right by 2nd, the moment it's capped. When 3rd is taken they should definitely spawn there, but meanwhile try putting them right by the original spawn doors.

    http://i.imgur.com/mu1z3k1.jpg
    Semi-unrelated to the picture, but opposite this (by 3rd) are a bunch of crates that look like you should be able to climb them, but you can't. Try another pallet next to them (if an engineer can't crouch-jump up, they're too damn high!)

    http://i.imgur.com/Gxhu7Zw.jpg
    Here, you can wrap around and hit the defense with anything, and there's nothing they can really do to stop it short of pulling back the moment 3rd is captured. Maybe make it one way from 4th to 3rd or defense only until 3rd is capped?

    http://i.imgur.com/K36fQrA.jpg
    Yes. Pure, unadulterated 1000% yes. This is the one place where health and ammo need to be bumped up, because at the moment there's no incentive for anyone to really be round here unless they're on 10 health and on fire. More health & ammo means more players, which means I can just sit there till kingdom come and airblast people off the edge >:D

    I don't have a picture for this, but the map ends too abruptly. It looks like you forgot to add a point, rather than being a fall off the edge. Try stealing the little ramp from Upward so people know it's the end :D


    Overall, this is a legitimately awesome map and I can't wait to play on it!
     
  19. Muddy

    Server Staff Muddy Muddy

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    Wow, I had no idea you could get a degree in fan fiction!
     
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  20. Uncuepa

    aa Uncuepa

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    It's a writing class ;)