PL Sunshower

Discussion in 'Map Factory' started by Unh3lpful, Jul 8, 2015.

  1. Unh3lpful

    Unh3lpful L2: Junior Member

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    High above Cactus Canyon, push the cart inside the final RED bunker through the SUN SHOWER along the precarious cliff-side.


    The Tale
    In a last ditch escape from constant BLU cart bombings, RED has fled and hidden in their mountain top bunker towering over Cactus Canyon below. Impenetrable from external missiles, BLU must push the cart within to blow it up from the inside through the SUN SHOWER.

    Credits
    Thanks to A Boojum Snark for prefabs and his mapping resource pack.
    First stage partly inspired by pl_sandsnake by Uncuepa and pl_cactuscanyon by Valve.
    Finale partly inspired by cp_theory by tyler.

    Known Bugs
    • Temporary lighting - very bright.
    • Forward spawns not working.
    • Rock walls have a non-suiting texture for the theme.
     
    Last edited: Jul 9, 2015
  2. Suomimies55

    Suomimies55 there's a skeleton inside you right now.

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    But where is the CP Explosive Exportation ?
     
  3. Corvatile

    aa Corvatile eyes open at all times

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    From the screenshots it looks a tad underscaled. Some of those indoor environments will be fiddly to move around in and you would probably benefit from making it all a bit bigger.

    Also Sunshower sounds like a euphemism. :p
     
  4. Kill_the_Bug

    aa Kill_the_Bug

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    Well he could have called it pl_golden_*** but then the map would have to have a completely different geometry style and probably would be worth it in the long run.
     
  5. Muddy

    aa Muddy Muddy

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    No offence, but what on God's green earth were you thinking when you made this?

    [​IMG]
     
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  6. Zed

    aa Zed Certified Most Crunk™

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    What is this? A map for ants?
     
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  7. Auwi

    aa Auwi Certified in best in fun

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    If you want, you can put player models in your map. Just place a prop_static and you can set it to one of the player models for scale referencing. You can also download decompiled valve maps and use those for scaling references.
     
  8. LeNitrous

    LeNitrous L2: Junior Member

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    I experienced underscaling in my maps. It would be a good example of 256 units height for a room.
     
  9. Unh3lpful

    Unh3lpful L2: Junior Member

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    I wanted to make it flush on the bottom, so I couldn't move it down anymore. Clearly I though that an unseen area being flush is top priority.
     
  10. Muddy

    aa Muddy Muddy

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    Well, not only was it completely invisible, but there was no real reason for it to be there in the first place. I recommend removing it and opening that area up.
     
  11. Unh3lpful

    Unh3lpful L2: Junior Member

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    I was having lots of trouble compiling due to sloppy brushwork, which was also making it hard to fix problems. Also, the entire map design lended itself to awful sightlines. That's why I made this, with a focus on solid consistent brushwork.
    And the name was bad.

    ---

    UPDATED TO A2:
    • Scaled up bunker one.
    • Added bridge and cover after C.
    • Deepened pit at C.