PL Volcanic A26

By Blade x64

  1. Blade x64

    aa Blade x64 Logical insanity

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    Have you ever wanted to work at a relatively stable hotspot?
    No?
    Well you should. Welcome to Volcanic, where all of your fiery dreams come true.

    The ability to discern team color is not guaranteed.

    You can never have enough dynamic elements.

    Credits:
    Selentic for the fan model.
    A Boojum Snark for the premade gametype.
    Ravidge for the alternate length trainyard handrails.
     
    Last edited: Jun 6, 2015
  2. TheKieranator

    TheKieranator L6: Sharp Member

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    This looks interesting. I especially like the spiral in the second screenshot. Does the lava kill? (please say yes)
     
  3. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    The spiral looks interesting, but it looks like it could extremely spammy and almost impossible to get up. (assuming you're going up)
     
  4. Blade x64

    aa Blade x64 Logical insanity

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    The lava ignites you and actively deals a fair amount of damage. The spiral is downhill (for now, I could reverse it just to see how well it does).
     
  5. Sel

    Sel Banned

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    Good pl map, lose the shaking.

    I look forward to future tests.
     
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  6. Sel

    Sel Banned

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    I like this map, do you need any custom models.
     
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  7. Blade x64

    aa Blade x64 Logical insanity

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    I'm glad you like it. I haven't really considered what custom models would enhance the theme, but I'll give it more thought now. The only thing I can think is that the fan will probably be better off as a model. Thanks for your offer, I may take you up on it.
     
  8. theharribokid

    aa theharribokid

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    This ffedback was written for alpha 6 but it all still seems to apply

    Seems to be alot of health and ammo right next to the cart's path, as opposed to a side route flank where the player has to make the decision of staying with low health (with the cart slightly healing you) and furthering the objective or leaving the goal to go stock up.
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    Feedback for alpha7
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    idk why I choose to write on the images but I did, have a bit to say about the last point but I'l play it again before im sure it's a valid point

    EDIT: oh and here's the link to the STV of tonight: pl_volcanic_a7.dem
     
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  9. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    The whole area with the horizontal platform wsa horrible to navigate, fullstop. You have to go up, down and around just to transcend the levels and I constantly felt vulnerable doing it, especially as a medic.

    Then blue forward spawn makes you run through it, making you go up, around and then loop back just to get to the action.
     
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  10. Bereth

    Bereth L3: Member

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    Clipping.

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    I didn't take too many screenshots of the same things. Doors were a big problem, as were windows.

    edit: in b4 tech, so b0ss
     
    Last edited: Jun 13, 2012
  11. Tekku

    aa Tekku

    Messages:
    683
    Positive Ratings:
    708
    pl_volcanic_a20​


    Gameplay

    When talking about gameplay, this map does really well. It doesn't have a confusing layout letting the player learn where to go, what to do, really easy. However, due to the map being in alpha stage there is a lack of signage, and sometimes those signs that are there don't point to where player would want to go.

    However, that doesn't really destroy the fun you can have on this map, because it has something for any class, no one feels excluded. And this is what I really like.

    The last area is really fun to play as both teams, because there's a 50/50 chance for either blue team win, or red team defend, which actually should be like this. In my opinion, this map really follows the difficulty curve, with each next capture point being harder to capture than previous one.

    Balance

    Balance wise the map is balanced for both teams, and all classes. Since Blue team manages to get 45% wins, while red 55% wins, which in nearly ideal for a payload map. However it seems that in some place snipers are having disadvantage due to the blur effect, to prevent huge sight lines.

    However, playing with other classes, you will barely feel the lack of either height advantage or choke points, this map manages to offer everything each class would need.

    Dynamic element

    Though being a bit simple, the dynamic element in this map is really good. The sliding elevator gave some height advantage at first for blue team, while after going down being evenly matched with the red team. It really fits in gameplay wise, since red team can kill everyone on the cart, moving the elevator back up. So that means that blue team has to focus on pushing the cart, not doing anything else.

    The sliding dynamic element is really neat, though at first i thought it would work as a bridge, connecting both sides, but it wasn't like that which really surprised me, in a good way. It is really fun to ride it to the other side of the tunnel, in same time defending from red team.

    Aesthetics

    Aesthetics in this map, as expected in alpha stage, is quite simple, without adding a lot of detailing, as it should be. Since in alpha stage mappers should focus on gameplay not how well their map looks. However, in this case, the map lost really valuable score in this category. But still, the volcanic theme is really unique, with a lot of small touches, like earthquakes and the eye distorting blur. However, even though blocking out sniper lines, the later one should be removed, as it seems the main cause of fps drops for some people.

    After getting detailed, i expect the map be one of the best looking in their kind, because of the theme, there are a lot of places where you can shine.

    Some things, that I have noticed:

    https://dl.dropbox.com/u/1607727/Contest/volcanic/pl_volcanic_a200000.jpg
    I'd rather detail the spawn, than out of bonds areas in alpha stage.

    https://dl.dropbox.com/u/1607727/Contest/volcanic/pl_volcanic_a200001.jpg
    https://dl.dropbox.com/u/1607727/Contest/volcanic/pl_volcanic_a200008.jpg
    https://dl.dropbox.com/u/1607727/Contest/volcanic/pl_volcanic_a200009.jpg
    Nodraw everything people cant see.

    https://dl.dropbox.com/u/1607727/Contest/volcanic/pl_volcanic_a200002.jpg
    Doesn't really fit here

    https://dl.dropbox.com/u/1607727/Contest/volcanic/pl_volcanic_a200003.jpg
    The pipe goes through the wall, but not from other side.

    https://dl.dropbox.com/u/1607727/Contest/volcanic/pl_volcanic_a200004.jpg
    https://dl.dropbox.com/u/1607727/Contest/volcanic/pl_volcanic_a200015.jpg
    https://dl.dropbox.com/u/1607727/Contest/volcanic/pl_volcanic_a200016.jpg
    Lamp spam.

    https://dl.dropbox.com/u/1607727/Contest/volcanic/pl_volcanic_a200005.jpg
    I shouldn't be able to stand up there.

    https://dl.dropbox.com/u/1607727/Contest/volcanic/pl_volcanic_a200007.jpg
    Love this room, however those fans overlap.

    https://dl.dropbox.com/u/1607727/Contest/volcanic/pl_volcanic_a200011.jpg
    Center no-entry.

    https://dl.dropbox.com/u/1607727/Contest/volcanic/pl_volcanic_a200012.jpg
    I can stand on lava under the last area.

    https://dl.dropbox.com/u/1607727/Contest/volcanic/pl_volcanic_a200013.jpg
    Tracks going to nowhere atm.

    https://dl.dropbox.com/u/1607727/Contest/volcanic/pl_volcanic_a200014.jpg
    Cart sometimes gets stuck here.

    https://dl.dropbox.com/u/1607727/Contest/volcanic/pl_volcanic_a200019.jpg
    A really strong sentry spot.

    Performance

    Performance in this map is really good, as it should be in alpha stage. However, the blur effect somehow kills fps for some players. Also there are some places you can get stuck. And out of bonds areas should be nodrawn in those places players cant see.
     
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  12. Chaofanatic

    Chaofanatic L1: Registered

    Messages:
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    Positive Ratings:
    96
    Could I by any chance volunteer to make some lava effects for this map? Things like, proper smoke and distortions, little flares, bubbles, etc.

    Would you be willing to let me take a shot at this?
     
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  13. Blade x64

    aa Blade x64 Logical insanity

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    By all means, Chaofanatic, you're more than welcome to. You'll save me the trouble of figuring out how to do them all.
     
  14. Chaofanatic

    Chaofanatic L1: Registered

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    Alrighty then, I'll PM you about the details.
     
  15. Verno

    Verno L2: Junior Member

    Messages:
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    Hey are you still working on this map? I really enjoyed the gameplay of the map and volcanic theme you had going has a lot of potential. I really want to see this mapped detailed.
     
  16. Prestige

    aa Prestige im not gay anymore

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    isn't it pretty much finished?
     
  17. Sergis

    aa Sergis L666: ])oo]v[

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    some lil things i noticed

    this would probably look nicer if it was done with displacements for a smoother turn. also with displacements you could adjust lava flow slightly so its not just straight forward water-like flow but a flow with slight imperfections which might or might not look better. ALSO THAT THING FLOWS BACKWARDS WITH MAT WIREFRAME ON!!
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    there be a seam in your lava texture. barely noticeable tho so idk if you care
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    floating lights are op and imbalanced
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    also exiting blu forwardspawn was rather uncomfortable, id prefer it being possible with less turning right outta spawn
     
  18. Pocket

    aa Pocket func_croc

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    Did you get rid of the heat distortion? I liked that. I never figured out how it was done, but I liked it. Was it causing too much lag?
     
  19. Sel

    Sel Banned

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    No, it was causing too many headaches.
     
  20. Blade x64

    aa Blade x64 Logical insanity

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    I liked the heat effect too, but it was a combination of the fps drop and complaints that prompted me to remove it. While there were a fair amount of comments in favor of the distortion, complaints are louder than praise. I will agree that it was not something that you wanted to stare at; trying to focus through it did not bode well with my vision. The actual distortion was just multiple env_steam entities with the heat flag checked.