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PLR Snowblind

Discussion in 'Map Factory' started by English Mobster, Aug 15, 2011.

  1. English Mobster

    English Mobster L6: Sharp Member

    Messages:
    355
    Positive Ratings:
    295
    Snowblind is an experiment in Payload Race.
    It started out as a simple idea: Two straight stages of Payload Race, and the winner of the second stage becomes the attacker in a game of regular Payload. Then the chat suggested that I implement a "Tug-o-war" feature, which is best explained with an example:
    If, let's say, RED wins the first stage, then the game moves to a second stage themed like the interior of a BLU base. Then, if BLU wins the second round, we return to the first stage once more, but this time BLU has a slight advantage. If BLU wins the first stage this time, then we progress into a second stage which is themed like the interior of RED's base. If BLU wins this round as well, they become the attackers for the third stage in a game of regular Payload.

    And thus Snowblind was born.
    The first stage is supposed to be fast and chaotic, as it will be potentially played the most. I'm going to submit it as an orphaned stage through rigorous playtesting (it's available for download up above!) before I build the second stage(s). I want it to be a lightning round of controlled chaos so as to hopefully prevent stalemates (such as the problem with Territorial Control).
    The second round is a little less chaotic and more controllable, but the winner of the first round has an advantage in that they have a slightly shortened respawn and are fighting downhill. This round is supposed to give the losing team a chance to push back, but not so much of a chance that the game will keep bouncing back and forth between the first and second stages.
    The third round is a game of 1 CP Payload. Unlike Hydro's A/D section, the defenders will be given 70 seconds to set up to prevent a steamroll, as with normal Payload games.
    The attackers will be given 5 minutes plus the amount of time remaining on the timer for stage 2 to assault the final point.
     
    Last edited: Nov 17, 2011
  2. McNuggetFiend

    McNuggetFiend L3: Member

    Messages:
    149
    Positive Ratings:
    50
    Sweet merciful Lord, PLR. Can't wait to see how this develops.
     
    • Thanks Thanks x 1
  3. English Mobster

    English Mobster L6: Sharp Member

    Messages:
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    Hah! You thought this was dead? Hah! Hah! I say!
    (I've just been busy with BATT.)
    The next build shall include these:

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    Yay.

    (Dockyard, however, probably is dead.)
     
    • Thanks Thanks x 2
    Last edited: Nov 2, 2011
  4. rissole

    rissole L1: Registered

    Messages:
    3
    Positive Ratings:
    7
    Very sexy "presents" :)
     
    • Thanks Thanks x 1
  5. English Mobster

    English Mobster L6: Sharp Member

    Messages:
    355
    Positive Ratings:
    295
    New release!

    Changelog:
    + New Bombs.
    + Added powerlines.
    /Expanded spawn hallways a bit.
    /Reduced Setup time.
    /Reduced large health pack under the bridge to a medium.
    +Added 2 small health packs to absorb rocket/grenade jumps onto the roof.
    +Added awning for Scouts to get onto the roof.
    +Added lights to the tracks to tell which routes are active in each stage (currently, only stage 1 is available for download, but it should still help a bit).

    Here are the bombs ingame:

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
    Last edited: Nov 17, 2011