PL Traction A5A

By The Political Gamer

  1. The Political Gamer

    aa The Political Gamer

    Messages:
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    Positive Ratings:
    1,682
    [​IMG]

    Traction(PL)
    (pl_traction_a4a)

    Gametype: 1-Stage 5 Point "Badwater" Style Payload
    Players: 2-24 (32 max)
    Author: Charles "The Political Gamer" Papanek
    Original Author: eirik
    Error Help: Snacks
    E-mail: thepoliticalgamer@gmail.com
    Version: "A4A"
    BZ2 File: http://dl.dropbox.com/u/1276735/pl_traction_a4a.bsp.bz2
    BSP File: http://dl.dropbox.com/u/1276735/pl_traction_a4a.bsp

    So after months I finally have a map to release. However, there is a few things I need to clear up.

    First thing is I need to get off my chest is that in all actuality the base map is not mine. Why am I telling you this? Well I know you people are smart and I don't feel like getting yelled for "taking" all the credit.

    I first came across pl_noname I knew it had much potential. Months past with now new developments and I eventually forgot about the map. Then one day I was looking over some PL maps for fun and pl_noname came back onto my radar. So being me I wondered what was up with it, thus sending a PM to the map maker and to my great delight I got this back:

    So if all your going to do is complain about how its "not my map" bugger off and don't bother posting, if you have a problem with this feel free to PM me but please don't spam the thread.

    Anyway now that thats out of the way go download the map!

    [​IMG]
     
    Last edited: Oct 27, 2010
  2. Snacks

    Snacks TODO: Clever title

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    121
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    123
    This map is almost entirely TPG's fault work.
     
  3. Lancey

    aa Lancey Currently On: ?????

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    |||||||||||||||||||||||||||||||||||||||||||||

    Get it?
     
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  4. absurdistof

    aa absurdistof

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    1,242
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    393
    Test it, and all truth told I'd rather you come up with your own layout. The map had promise and I still remember it, so let's see what it's got :)
     
  5. NanoSquid

    NanoSquid L3: Member

    Messages:
    138
    Positive Ratings:
    35
    TTTTTTTTTUUUUUUUUUUUUUUUUBBBBBBBBEEEEEESSSSs
     
  6. Grim Tuesday

    aa Grim Tuesday

    Messages:
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    I like the layout, but its FUCKING HUGE. Maybe find some way to connect the "stages" or just make it flat out multistage.

    Im sure you know, but the BLU third spawn is broken.
     
  7. Lancey

    aa Lancey Currently On: ?????

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    I like the last BLU spawn.
     
  8. The Political Gamer

    aa The Political Gamer

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    10/03/2010: A2B

    -Fixed broken BLU forward spawn
    -Fixed Deathpit
     
  9. The Political Gamer

    aa The Political Gamer

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    So after a few playtests its clear things need so restructuring. First off the tunnels under the first area have been removed.

    Then I am going to move the 1st point back and I am going to put in a proper spawn.
    [​IMG]

    Also to deal with any sentries in the big building BLU will be able to get up to the 2nd floor.
    [​IMG]

    Thats all the changes I have in the works for now so look out for a3 with these and many more changes.
     
  10. Prestige

    aa Prestige im not gay anymore

    Messages:
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    1,517
    i felt like the whole first area was way too big, but, all in all, it looked like it /could/ be comparable to badwater. (disclaimer: i did good, therefore i say i like)
     
  11. Da_Man

    Da_Man L4: Comfortable Member

    Messages:
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    Totally tubular maaaaaaaaan.
     
  12. owly-oop

    aa owly-oop im birb

    Messages:
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    1,154
    I love the first area, seems easy for blu though. It seems to get confusing and an easy map for blu in the middle, then the end is good. I dont like how the defending positions on the last point are far away from the cart, has the same kind of thing with upward. Also I don't like defending next to a deathpit :C
     
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  13. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    I quite enjoyed it. There's a lot of big drops that you take falling damage on and no obvious other way down, and the current spawn is quite dark. The map was also a little confusing on where to go to defend.

    It looks really nice though, keep working on it!
     
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  14. Rexy

    aa Rexy The Kwisatz Haderach

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    I think there's too much space in the layout, and additionally too many extra pathways. One sign of this is that if a red engineer can build a teleporter way behind blu's spawn and never encounter enemies while doing so, that's a sign that it's too big and the gameplay isn't tight enough, and ultimately suffers for it.

    If everything shrunk in the map about 25% you'd be in a much better position.
     
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  15. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    I had fun. I like the use of pipelines to show progression. If you follow then, which is easy because you can walk on them, you will reach where you need to go.

    The elevator was a nice touch.

    Check your displacement seams, too. There were quite a few visible ones.
     
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  16. Rikka

    Rikka L5: Dapper Member

    Messages:
    207
    Positive Ratings:
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    That falling drop, fix it or put some water. Those extra paths, get rid of them or make them flow better. Those spawns, get to working on simplifying.

    I like the major height variation you got going. Right now the middle points are total snores. Hope to see the progress on this.
     
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  17. Icarus

    aa Icarus

    Messages:
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    Love the first area, but yes, it's too easy for blue. Blue just has too much of an access/height advantage over red, and there are no real safe spots for red to hide.

    It's really fun and I love all the flying projectiles. Snipers aren't an issue due to the rough nature of the terrain.


    There is this one spawn as red that makes you spawn right towards what seems to be a dead end. it needs to be more obvious where you need to go. Right now, its just a small doorway off to the side, hardly noticeable.

    Walktimes overall feel a bit long. It should never really be any longer than ~20ish seconds from spawn to the battle for regular classes.

    Again, try to find what spawn times fit your map the best. Don't rely on Boojum's presets.

    The last area feels very restrictive compared to the first areas. But they still manage to provide ridiculous flanks for both teams. Both teams seem to have a difficult struggle.

    The height differences in the latter half really needs to be toned down. Make it at least half as tall as it is now. As it is, the combat is too disjointed and moving from one level to another is very frustrating.

    Again, for the last part, blu needs somewhere to set up a forward base. A "safe zone" of some sort.

    Overall, lots of potential to be fun, and original. Keep at it! Even though I didn't actually get any gifts!
     
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    Last edited: Oct 7, 2010
  18. AxiomaticFrood

    AxiomaticFrood L1: Registered

    Messages:
    22
    Positive Ratings:
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    I got stuck a number of times on a very specific brush near the RED spawn on the second level of the small building immediately to the left of spawn.

    I also was able to climb the pipes immediately outside the BLU spawn, and was also spawned on the RED side.

    It was still fun though, besides this silliness.

    Problems:
    Too big, and I got lost a surprising amount, but usually was able to get my bearings relatively quickly. You are already removing the route I was going to recommend removing, so that's good.
    The elevator drops need more warning, I wasn't paying attention, did not know they were there, and proceeded to fall horribly. I did not die, but easily could have.

    Other than that, wonderful map in my opinion.
     
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  19. Pocket

    aa Pocket func_croc

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    [​IMG]
    Fade distance on these is a bit too low.

    [​IMG]
    There seems to be a one-way player clip here or something. I can go from the point out to the ledge, but not back. Also, when I hit the clip wall, I can back up but I can't slide along it.

    [​IMG]
    Weird gap in the BLU spawn.
     
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  20. Gerbil

    aa Gerbil

    Messages:
    575
    Positive Ratings:
    376
    The map look awesome! Good job so far :)

    I do think you need to cut down on the flanking routes a bit though. It feels like there's a maze for every area instead of the generally straightforward passageways that you see in valve maps. (not that it's a bad thing, but people might get confused).

    Some rooms in the map are very dark too. Light them up a bit!
     
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