PL Shoreleave rc1

Prep Up, Men!

  1. Crash

    aa Crash func_nerd

    Messages:
    3,190
    Positive Ratings:
    4,918
    • Like Like x 9
    Last edited: Feb 7, 2018
  2. Uncuepa

    aa Uncuepa

    Messages:
    777
    Positive Ratings:
    1,030
    That second* cap has some amazing geometry! Last is looking a little lackluster, though. Looks promising.
     
    • Thanks Thanks x 1
    • Agree Agree x 1
    Last edited: Mar 28, 2016
  3. Crash

    aa Crash func_nerd

    Messages:
    3,190
    Positive Ratings:
    4,918
    Last is where I feel it's weakest right now, and the test earlier tonight showed that. Needs some adjusting/ remaking for sure.
     
    • Like Like x 1
  4. Malachite Man

    Malachite Man L6: Sharp Member

    Messages:
    310
    Positive Ratings:
    152
    Hello crash this map looks nice and i think the theme would add a new theme to the game [if not has been done before] the map looks fine for alpha also will there be a train somewhere?
     
  5. Izotope

    aa Izotope Never releases maps

    Messages:
    625
    Positive Ratings:
    591
    Was that inspired by that picture you posted in Architectural references? Where you said you could imagine a payload track going up :p
     
  6. Crash

    aa Crash func_nerd

    Messages:
    3,190
    Positive Ratings:
    4,918
    Nope! That was part was actually in place before I ever posted that.

    I've been working on this on and off for a few months now, finally getting some momentum allowing me to put some serious time into it.
     
    • Like Like x 1
    • Funny Funny x 1
  7. CommodoreKong

    aa CommodoreKong

    Messages:
    332
    Positive Ratings:
    304
    From the playtest earlier tonight I thought it was an incredibly solid map for an A1. I agree that the final area seemed to be the weakest part of the map, but I'm really looking forward to seeing future updates of this map.

    Our team did also have some issues pushing into second, though that may of just been an issue with our team. I did love the design of second.
     
    • Thanks Thanks x 1
  8. SparkyShock

    SparkyShock L3: Member

    Messages:
    125
    Positive Ratings:
    13
    Looks nice, cant wait to test it.
    Maybe call it pl_architect since with the stone bridge and all, something centered around the way it is structured
     
  9. heyyou

    heyyou L4: Comfortable Member

    Messages:
    151
    Positive Ratings:
    100
    Looking good, looking forward to the next test (so I can AFK :p .)
     
  10. Crash

    aa Crash func_nerd

    Messages:
    3,190
    Positive Ratings:
    4,918
    Changelog:
    Added deathpit just past first capture point
    Widened/ adjusted last area
    Significantly opened up many doorways
    Adjusted gameplay flow
    Fixed a few nasty sightlines
    Set up spawn wave times to adjust for each point captured
    Adjusted some health/ ammo placement

    Read the rest of this update entry...
     
  11. Vel0city

    aa Vel0city func_fish

    Messages:
    1,931
    Positive Ratings:
    1,540
    Will you be doing some form of video change log on the map like with Glassworks? I'd love to see this progress. And of course, Twitch.
     
    • Agree Agree x 4
  12. Malachite Man

    Malachite Man L6: Sharp Member

    Messages:
    310
    Positive Ratings:
    152
    vel0city i agree
     
  13. Crash

    aa Crash func_nerd

    Messages:
    3,190
    Positive Ratings:
    4,918
    I do want to do some videos for this one showing off the development, I've just been so crazy busy lately (hence the lack of any videos, really.) I had a couple hours I managed to squeeze in to update this.

    But, I'll see what I can do!
     
    • Thanks Thanks x 2
  14. Crash

    aa Crash func_nerd

    Messages:
    3,190
    Positive Ratings:
    4,918
    Fixed the broken area portals I made trying to rush the last update out the door (whoops)
    Added some quick temporary lighting
    Adjusted a sightline further
    Smoothed some clipping edges around the map

    Read the rest of this update entry...
     
  15. Crash

    aa Crash func_nerd

    Messages:
    3,190
    Positive Ratings:
    4,918
    • Like Like x 3
    • Thanks Thanks x 1
  16. Viperi

    aa Viperi 100% might be snake

    Messages:
    999
    Positive Ratings:
    550
    Something tells me this looks nice as a German town eaten by a RED factory. Just popped on my mind, lol.
     
  17. Zed

    aa Zed Certified Most Crunk™

    Messages:
    1,249
    Positive Ratings:
    1,015
    A few quick thoughts after playing this on your server, ranging between 5v5 and 7v7.

    1. I'm not really fond of third. I'd have to play it more to really pinpoint why, though. One definite thing is the scarcity of health and ammo.
    2. I really like the play area surrounding second, but I'm not keen on the pickup placement. It could really afford to aid the attacking team more.
    3. I feel like there might be a bit too much time added after the first point is capped.

    As a side note I think it would be neat to have the cart hook towards the death pit briefly after the first cap.
     
    • Agree Agree x 2
    Last edited: Mar 24, 2016
  18. Crash

    aa Crash func_nerd

    Messages:
    3,190
    Positive Ratings:
    4,918
    Yeah those are a lot of things I agree with. My health and ammo placement needs a major overhaul and I've got a bunch of ideas for that that will help blu push into second.

    I can definately lower the time increase back down, my big concern was the length of track after first, as it's a pretty long stretch.
     
  19. Crash

    aa Crash func_nerd

    Messages:
    3,190
    Positive Ratings:
    4,918
    Added new blu forward spawn after second to last capture
    Added respawn room visualizers to red's last spawn (lolwhoops)
    Adjusted blu's spawn room door layout
    Changed cover around second CP bridge
    Added resupply cabinet to blu's further up first spawn area
    Blu's first forward spawn points no longer start enabled
    Adjusted respawn wave times
    Reduced timer increase on second CP
    Fixed bug that trapped red players in their first spawn room after capture
    Fixed one way door trapping bugs
    Added some props/ cover around the map

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

    Illius L2: Junior Member

    Messages:
    65
    Positive Ratings:
    8
    Me and some friends were on your listed server today, and mind you looking through it seems you took note of some bugs but major ones I found were:
    1. In RED's first spawn, if Point B gets capped RED gets stuck in their spawn.
    2. One Way Doors seem to catch people a lot.
    3. Area around the final point (namely, the ramp to the point itself, the window area) looks like you could traverse it but you can't. Maybe put some gate there or something?

    Mind you it's tough to say how gameplay turns out, since it was just a few people so those are just some bugs I found.
     
    • Like Like x 1