PL Stimson A4

Payload map taking place in a RED missile-launch facility by the side of a road

  1. dryerlint

    dryerlint L5: Dapper Member

    Messages:
    205
    Positive Ratings:
    184
    Stimson - Payload map taking place in a RED missile-launch facility by the side of a road

    BLU is attacking a RED missile-silo facility on the side of a desert road.
     
  2. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

    Messages:
    397
    Positive Ratings:
    417
    Looking at the screenshots, there's quite possibly too much height variation on the map, as well as long sightlines.
    Usually when mapping, you want height variations to not exceed 256 hammer units in most situations.
    Try scaling down both the height of the map as well as the length of quite a few of the sightlines.
     
    • Thanks Thanks x 1
  3. dryerlint

    dryerlint L5: Dapper Member

    Messages:
    205
    Positive Ratings:
    184
    Lowered RED spawn so RED players wouldn't take fall damage (except for the last point, where they still have to be careful)

    Extended the payload path between point 2 and point 3

    Blocked sight-lines

    Added a few small huts

    Read the rest of this update entry...
     
  4. dryerlint

    dryerlint L5: Dapper Member

    Messages:
    205
    Positive Ratings:
    184
  5. RataDeOrdenador

    RataDeOrdenador L5: Dapper Member

    Messages:
    235
    Positive Ratings:
    102
    As far as I can see from the screenshots,your track are just straight lines. There's not any S,30ยบ or small-ish height variation tracks.

    Check out Borneo or Upward for those "complex" tracks. It might give this map a little bit more fun,along with helping with the big height variations that happen suddenly.
     
    • Thanks Thanks x 1
  6. dryerlint

    dryerlint L5: Dapper Member

    Messages:
    205
    Positive Ratings:
    184
    The screenshots are a bit outdated, especially the first one. I've added a few side buildings and flank routes in the last update.

    You are still correct, however. The tracks are mostly straight lines with sharp curves every once in a while. I will try to look at the maps you suggested and see how they vary their tracks.

    Thank you for the feedback!
     
  7. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,871
    Positive Ratings:
    1,245
    take this
    [​IMG]
    make this
    [​IMG]
    see what happens
     
    • Funny Funny x 1
  8. dryerlint

    dryerlint L5: Dapper Member

    Messages:
    205
    Positive Ratings:
    184
    I'm kind of confused; did you just move in all the walls?
     
  9. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,871
    Positive Ratings:
    1,245
    yes.

    more or less.
     
    • Like Like x 1
  10. Muddy

    Server Staff Muddy Muddy

    Messages:
    2,396
    Positive Ratings:
    4,249
    What bothered me most about this map was how labyrinthine Blu's spawn was. Instead of having one spawn with several long corridors and a bunch of different exits that can close and lock with no warning, just have forward spawns that enable when such-and-such point is enabled. (Alternatively you can have shortcuts open and close, kind of like Badwater's Red spawn, but you'd have to plan your layout in advance and that's a little more difficult to do well)
     
    • Thanks Thanks x 1
  11. dryerlint

    dryerlint L5: Dapper Member

    Messages:
    205
    Positive Ratings:
    184
    Muddy, do you mean the RED spawn by any chance? BLU does have a forward spawn.
     
  12. Muddy

    Server Staff Muddy Muddy

    Messages:
    2,396
    Positive Ratings:
    4,249
    Possibly. I can't remember ever seeing any team colours :p
     
  13. dryerlint

    dryerlint L5: Dapper Member

    Messages:
    205
    Positive Ratings:
    184
    I tried to do the Badwater shortcut thing with RED's spawn. They start out with 3 exits, and as BLU caps the points, the first and second exits are locked down. (Also, that's why the 1st point is so close: capping the 1st point will lock down RED's 1st spawn exit, and RED will lose their height advantage)