Talari Canyon

Discussion in 'Map Factory' started by Furex, Mar 29, 2010.

  1. Furex

    Furex L4: Comfortable Member

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    Talari Canyon is a payload race map with a twist:
    The objective is to run your cart into the back of the enemies cart!

    One hit equals one point and the cart goes back to starting positions again. Its small, its fast and it takes three points to win.



    TO DO:
    -A trigger hurt at the front and back of the cart, only active when the carts goes to startposition in superspeed ;)


    Feedback on the carts/payload mechanism is appreciated! Ive tried to test it by myself as good as I can and cant find some critical errors, tell me if you find some.


    Thanks to:
    - Void (Textures)
    - Everyone at TF2Maps.net
     
    Last edited: Aug 19, 2010
  2. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    might as well call it plr_orange_x.

    Serioisly, SO ORANGE.

    Oh and it looks like you took the concept of plr_rattlesnake.
     
  3. Furex

    Furex L4: Comfortable Member

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    Yeah think i have to make it less orange, its a bit too much.

    Never heard about rattlesnake before but now when I looked in to it, the concept is the same.
    Found another map with the same concept in rattlesnakes thread: pl_snaketemple_a8

    However I never heard about any of them before and they both seems abandoned.

    Thanks for commenting :D
     
  4. xzzy

    aa xzzy

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    I would love to see a map with this concept work, I started making one of my own at one point, but it's got some tough problems.

    Teams need the map to force them into conflicts. One problem I've been seeing with payload race maps is that two carts splits the attention of the teams.. they have to divide the force to do attacking and defending. 5 point CP maps avoid splitting forces by making teams to go through each other to win the round. Payload accomplishes this by making the cart the focal point. PLR (when done right) uses the rollback zones.

    But a circular plr? The carts only function as a focal point when one team is about to win.

    I'm not trying to discourage you from making the map.. just giving you some things to think about. Solve this problem and you'll do what I couldn't. :)
     
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  5. Lancey

    aa Lancey Currently On: ?????

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    Please please please for the love of god disable shadows on the tracks.

    I took it from snaketemple and then simplified it.
     
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  6. Firest0rm

    Firest0rm L4: Comfortable Member

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    xzzy is right, plr already splits up the teams quite a bit, and this magnifies that quite a bit, because the carts constantly move away from each other, and if both teams are good then the carts should be fairly far apart.

    Another problem will definitely be the spawn areas. When a team pushes a cart near to the enemy's spawn, their cart will be slowed down quite a bit, and players exiting the spawn could die a lot sooner than usual.
     
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  7. Exist

    Exist L6: Sharp Member

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    If your worried about people dieing quickly when the bomb gets close to spawns, make the team's cart who is close to the spawn change to a further away spawn (using a check point of course).
     
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  8. Tekku

    aa Tekku

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    Oh my, i haven't seen any new PLR map since the contest, good luck with it..
     
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  9. Furex

    Furex L4: Comfortable Member

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    thanks everyone for the feedback, ive submited it for the gameday on wednesday to see how it plays.

    The map is fairly small so I dont know how it will split the teams.

    Got two options for the cart to close to spawn problem:
    1. the cart goes faster on enemy territory
    2. Exist's suggestion about another spawn, further away

    which one do you think will be best?
     
  10. Snacks

    Snacks TODO: Clever title

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    a1:

    It's really easy to get stuck inside your cart.
    There is a spotlight model inside the cart that pops out after a cart resets and bounces around on the cart model.
     
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  11. Lancey

    aa Lancey Currently On: ?????

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    3. 15 second rollback timer.
     
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  12. Hanz

    aa Hanz Ravin' Rabbid

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    Once the BLU cart is in RED territoy and the RED cart is in the BLU territory, the map became pretty stalematey. It also took like 15 minutes until 1 team finally reached the other cart with its cart.

    Oh and don't forgot to make it less orange, I couldn't see the grenades from RED. :p
     
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  13. alecom

    alecom L8: Fancy Shmancy Member

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    At one point a blu soldier was pushing our red cart around at a rather accelerated pace.. might want to look in to that.
    Also please not so orange D ;
     
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  14. Furex

    Furex L4: Comfortable Member

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    thanks everyone for the feedback! Stupid me not to filter the carts pushingzones :S
     
  15. Furex

    Furex L4: Comfortable Member

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    Its alive!! :D

    Alpha 2 - released 15/07/10
    • Remade the spawn section and moved them farther away
    • Changed the environment settings
    • Added some awesome new props
    • Made a couple of displacements
    • Added areaportals in a few places
    • Filtered cart pushzones


    Which one do you think is best to make it less stalematey:
    -the cart goes faster on enemy territory
    -15 second rollback timer


    Its still easy to get stuck in the cart, anyone have an idea why?
     
  16. cyked

    cyked L3: Member

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    Havent looked at it yet but I think it needs a name change. Talari Canyon is too similar to Thunder Canyon
     
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  17. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    Might I suggest "plr_roundabout" as a new name?

    Also, way too orange.
     
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  18. Furex

    Furex L4: Comfortable Member

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    I cant find a map named Thunder Canyon anywhere, besides i dont think the names are so similar that i have to change....:mellow:
     
  19. Furex

    Furex L4: Comfortable Member

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    Thanks for the name suggestions, will think about it =)

    Hm still to orange? The sky looks wierd on the screenshots aswell, dunno whats up with the settings :S
     
  20. Seba

    aa Seba DR. BIG FUCKER, PHD

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    I actually like the lighting, huh.

    May I suggest giving the map some hills? For example, at the beginning of enemy territory is a hill with rollforward, which launches the kart forward a bit, allowing you to get through the territory faster, and maybe even send the kart flying into the enemy payload.
     
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