Volcanic

PL Volcanic A26

Blade x64

Logical insanity
aa
Sep 3, 2009
239
633
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:

Blade x64

Logical insanity
aa
Sep 3, 2009
239
633
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).
 

Blade x64

Logical insanity
aa
Sep 3, 2009
239
633
I like this map, do you need any custom models.

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.
 

Harribo

aa
Nov 1, 2009
871
851
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.
pl_volcano2.jpg

pl_volcano3.jpg

pl_volcano1.jpg

pl_volcano4.jpg

pl_volcano5.jpg


Feedback for alpha7
pl_volcano6.jpg

pl_volcano7.jpg


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
 

Freyja

aa
Jul 31, 2009
2,995
5,818
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.
 

Bereth

L4: Comfortable Member
Dec 13, 2011
170
197
Clipping.

C4D278BC7A112D195ECBAD4DD86D3365CF0E4393


9ACEFDAB6E517AB7EFC31C66B04CF39E9CD290A4


2B7CA3D0B2CB0F34697270C88628F4FC33ED3464


E8AAA669E6EDB1056F999E1E0801406A5D1197D4


A077FE9B3EBD2EFF4E13E8F36C869BF4F4CB7D7E


647A2FA57D4B774ED44330AAD672A4028FAD5F5F


AA6E2D0978FF812C4A376C81DA584DA5BB3C307A


A17C46C1165DE6C936F15758A2AC6FD901462DEE


9D0445BD1A73AA145F6ADD9104EB87CDD352BF5C


2CD3BE52E5334FDBBE09DAFDE26D556131C69311


9238B53853F830E5490B68BB1B7237CFCF79817C


D625B5F0F670805F7496E6AC99150BA044987F49


23CD4C314E8C7B599A44CD8207229714023AD38B


1E452125DCC114C793C50B37605D8C075169748B


F29CB72E8C53FBDCCA465E9F332DDC6A82DFC1F6


228C632125ACA432091838CDC00F2B1C9CCC9C35


5DD46DC22A5AC06421624D92CD82FE51A0952A02


22B817740BBD84E7CDECC5E039E09CC45E18EECE


5ADEA2B2A6E7116115178F4EDE51587EC79C75B7


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:

Tekku

aa
Aug 31, 2008
723
874
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.
 

Chaofanatic

L1: Registered
Jun 23, 2012
20
99
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?
 

Blade x64

Logical insanity
aa
Sep 3, 2009
239
633
By all means, Chaofanatic, you're more than welcome to. You'll save me the trouble of figuring out how to do them all.
 

Verno

L2: Junior Member
Jul 17, 2010
80
34
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.
 
Mar 23, 2010
1,872
1,696
isn't it pretty much finished?
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,258
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!!
pl_volcanic_a250004.jpg


there be a seam in your lava texture. barely noticeable tho so idk if you care
pl_volcanic_a250005.jpg


floating lights are op and imbalanced
pl_volcanic_a250006.jpg


also exiting blu forwardspawn was rather uncomfortable, id prefer it being possible with less turning right outta spawn
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,699
2,581
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?
 

Blade x64

Logical insanity
aa
Sep 3, 2009
239
633
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?

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.