- Sep 18, 2008
- 93
- 30
Almost 1 year of tyrol
26 Aug 08 - 26 Aug 09
26 Aug 08 - 26 Aug 09
pl_tyrolmountain is an alpine themed payload map. And I made it. I make great descriptions don't I?
This back story accompanies my thoughts for release a17.
Stage 1
Note that this stage is incomplete, detail-wise.
There's masses of trees. It's a logging operation. But hang on. Why has the inspection test failed? Why is there blood under the mop? Wait, why is the place with the saw so ridiculously small in the first place?
Stage 2
Note that this stage is incomplete overall.
Oh hey, a uranium mine.
Stage 3
Note that this stage has not been started. Expect changes to my ideas.
Welcome to REDUCATION Tyrol Mountain campus! But there's not much to do here, get out into the sunshine and have a look at all those buildings! Anyway, let's get to the end of the place... look at all those red payloads! In... a building linked to... REDUCATION? What's going on?
Stage 1
Basic layout
Done, no major changes expected.
Gameplay tweaking
Need to reduce sniper coverage. Second cap is not as friendly in servers with faster spawn times even when compared to stock maps. Side tunnel is effective when used properly but usually deserted.
Detailing
For what I'm trying to achieve, a large majority done. I probably in hindsight shouldn't be focusing on this in a map that's still in alpha, but this is still my first major project and I'm still attempting to sharpen my skills.
Stage 2
Basic layout
I've scrapped the deadly water -> REDUCATION idea, in part due to the link between s1/s2 being ridiculous (a long fall). You'll now go under stage one into a uranium mine. Layout only complete up to cap 1. This layout will hopefully be the permanent layout for this stage.
Gameplay tweaking
No testing has been performed with the new stage 2 yet.
Detailing
Focus on detailing is low. Huge decals have been placed around to ensure people without a brain can realise why the area is bland (non-mappers obviously expect something better, but after seeing an idiot in a GD continually whinging about how bland the map is I figured I needed some notices). Though my current target for the style in start -> cap 1 will be the uranium mine, and cap1 -> cap2 will probably be outside or something to follow onto my stage 3 ideas...
Stage 3
Basic layout
I'm still dreaming.
Gameplay tweaking
Playtesting in your dreams isn't very helpful.
Detailing
I'm thinking an industrial area. REDUCATION at the start. The end is located in the same building as REDUCATION. This is what I was doing in earlier versions in stage two, but a bit different. Will have outdoors areas with buildings and probably people working (hammer, saw sounds)
Feedback feedback feedback. Need need need. There's only a few non-mappers pushing me on and "OMG UR MAP SUX UR GAY" people etc pulling me downwards. I currently care mostly about balancing.
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