Skelter2

PLR Skelter2 A5b

Hipster_Duck

L2: Junior Member
Dec 20, 2015
99
71
Push your cart to the top to start your timer. Don't let the enemy push theirs to the top, or the timer will stop!

But what does the timer actually do?

Edit: I get it's KoTH / PLR but when the timer stops, how are you going to be able to start it again?
 
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Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
c9de70f7e9.jpg

ffaab0fd95.jpg

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^ 2AM WIP ^

Frontline stuff got my rear in gear on this again and I've done a decent sized update I'll be pushing out tonight.
  • Extended the play area up past the hill where the cart ends
  • Added a new route going from the area just up the hill from the cart start to the cart capture point on either side
  • Blocked off the top area (the rooms now lead you around and back to the cart.) Added medium health and ammo to the "bridge" room over the cart
  • New route out of spawn going up to the elevated 45 degree building next to the spawn exit closest to the cart start.
  • Timers are now 3:00 instead of 2:30
  • Fixed the wooden downhill slope being a rollback zone
  • Adjusted route going around the skelter
  • Lots of sightline fixing
  • Of course lots of Frontline content (because its hella pretty)
 
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RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
ffaab0fd95.jpg


Dammit,We were doing that same thing with the CP/tracks/cart/whatever for our Medieval PLR map.

I feel ashamed. And confused. Either way it's looking so freaking awesome. ;D
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
ffaab0fd95.jpg


Dammit,We were doing that same thing with the CP/tracks/cart/whatever for our Medieval PLR map.

I feel ashamed. And confused. Either way it's looking so freaking awesome. ;D

It indeed looks nice, but you could still use the whatever for our Medieval PLR map.
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
A5
  • Extended the play area up past the hill where the cart ends
  • Added a new route going from the area just up the hill from the cart start to the cart capture point on either side
  • Blocked off the top area (the rooms now lead you around and back to the cart.) Added medium health and ammo to the "bridge" room over the cart
  • New route out of spawn going up to the elevated 45 degree building next to the spawn exit closest to the cart start.
  • Timers are now 3:00 instead of 2:30
  • Fixed the wooden downhill slope being a rollback zone
  • Adjusted route going around the skelter
  • Lots of sightline fixing
  • Of course lots of Frontline content (because its hella pretty)
A5
  • Fixed cart being stupid
  • Note: This was a fast compile to try and get it out in time for re-testing (should not affect FPS noticabley as it is early alpha).

Read the rest of this update entry...
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898

I was already planning on flipping the carts, so I'm afraid I've got to rain on your "first" parade (haha). The area behind the no entry doors was just an old area I removed and didn't completely take out because I wasn't certain I hated it. The control point on the cliffside also exists just to get the gamemode working (it might work now without it, not sure. I always like to play by the old saying "if it ain't broke, don't fix it").

A few things I am thinking of doing but not sure about:
  • Instead of the outermost route passing the hedge to go around the helter skelter, a route going through the brick part the holds the skelter up at the middleground of the steps
  • Some form of tight choke route leading around the back of the map between the cart starts (to discourage the route: the old one was bad because it was so open and completely broke the flow of the map)
And I'm definitely gonna:
  • Have the tracks cross over. I was experimenting by leaving it as it was and wanted to see if players would push to control the capture zone area.
  • Add a new route coming out of spawn directing players up to the top beachside zone of the map
  • Make A5s new routes more obvious (the building leading between the main spawn exit route's end and the area past the capture point ends, and the stairs route to the big building)
  • Redesign the central area of the map, the big roof structure is kind of boring and doesn't help the issues snipers (and etc.) cause. The displacements and stuff are really awkward to get on the little block bit in the corner and it's not at all interesting to fight on (esp. with a sentry up there).
  • Fix the lighting as people have said (it matched up with the Frontline sky when I left that in).
As you can probably tell by the flat textures on the helter skelter the current model is only a proof of concept and will be much improved on later.