Triumph Valley

PLR Triumph Valley Beta2

Box Of Paper

L3: Member
Jul 15, 2019
121
148
Boy that was fun, thanks to everyone that has left feedback!

From what I could tell the gamemode can't really work if done like I did with this map, which is mostly vertical, still I wasn't going to let the layout go to waste.

Thumbnail.jpg


Here's the list of everything that changed since the Alpha:

(+) No more Setup Time.

(+) Lighting upgrade.

(+) A Theme!
The map is no longer a flat plate but an unique (I think) experience that (hopefully) can be enjoyed.

(+) No more ALERT ALERT ALERT,
never realized that the announcer doesn't shout when you are capturing a point... Anyway that shouldn't be happening anymore.

(+) Upgraded the carts, they can now heal.
Also, you can now jump on them.

(+) Better Layout, more cover and props.
> Oh, and it's now actually symmetrical
> Jumpads!
> Spawns now have stairs, no more too steep ramps.

(+) Hud upgrade,
kinda, this isn't final at all and will be redone again, did you know that you can't have a train watcher and CP on the HUD? Well I didn't... (12/12/2022 update, it does if you use a team_control_point_master)
So now you can see how many people are moving a cart.
Resolution matters, so it most likely will be messed up, again, it's not final.


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Again, HUD and carts are NOT final, they aren't good, I'm open to suggestions and tips.
The map also lacks sounds and "mid" still needs some adjustments (fall damage is far too common).

I guess this map can't work since it discourages teamwork, thus I should try to make the map a good deathmatch arena.

For the minor contest, If I have the time, I'll reupload the map but this time carts will be unlocked only after the previous one is captured, I'll probably get rid of the sewers too, favoring a more horizontal map.

Mid.jpg


Sewer.jpg


Read the rest of this update entry...
 
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