[WIP]cpl_snaketemple

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
The new HUD looks great. I wish I could help with your cart issue, but I don't know anything about payload maps :p

Still looking forward to playing the map though.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
I'll try with newly cut train + trigger_push for next test sessions

Being reworking spawns : each one will have a ground access and an upper acess to avoid spawnkilling

 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Okay, so I finally found the reason why people can enter the cart and be stuck, or should I say the reason why we can't get stuck into legitimate payload setup

team_train_watcher. When placed on the train, it creates somme repellant effect around it (try moving against the moving cart : you will be pushed away). This I didn't have on my cart without team train watcher.

Of course the watcher screws completely my HUD. Thank you very much valve, joining the HUD and core gameplay element together is a smart, smart move.

Well, now I think I'll continue to work with trigger_push brush in front of the cart. It would require jumping volontarily against the cart to have a chance of getting stuck...
Or maybe there is a way to make to have train watcher and normal CP visual to coexist together but I'm very doubtfull
 
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Ida

deer
aa
Jan 6, 2008
2,289
1,372
Is that rock wall texture a default TF2 texture? It looks so unusually...grey.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
It's a custom more blu/greyish cliff texture. Designed to separate both ends of the canyon. Default TF2 textures are red and more orange/yellow but difference is too slim to let people understand where they are at first glance.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Collisions into the cart seem fixed by the trigger_push. Some details aside (have to add a couple nobuild* and to enlarge teleporters areas, it is fully playable. But the inside part of the map is graphically very poor, I don't know if it's wise to release a public alpha...

*I have issues with sentries from a team that could spawn kill the other team when the spawn is taken. I may use a trigger_hurt to kill all unfair buildings on spawns change.
 
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Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Current version will be included in some of our server cycles. Not a pretty map, but fully playable. Playtests showed that it doesn't turn into a fragfest, but requires some carefully leveraging between offense and defense. When both teams try to push at full speed, the map is likely to not end at all (until time runs out of course ;) ). Some serious barrage (demomen, engies, snipers, heavies) is required to halt ennemy advance and reaching victory.

I don't plan to make a public release yet, because some level of prettiness is almost mandatory now for a map not to be discarded. I'll use this time to add some vertical gameplay in more areas, and to give ambushing a greater rôle.

PS : a side effect of my block effect is that diguised spies may halt the cart. Spycheck mandatory ^^
 
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Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
I still have collision issues even with trigger push. People can be stuck while pressing on the sides, or trying to jump over the cart. I'm seriously considering enabling damage (At moderate rate) to player blocking it.

I've corrected the timer (with a logic_timer running in the background) to get rid of the overtime. With two carts à once, chance are that overtime may be very very long. So no overtime at all !

Now I'm considering adding a parrallel route into the canyon and more vertical gameplay in the temple.
 

oxy

L5: Dapper Member
Nov 27, 2007
208
30
...
I don't plan to make a public release yet, because some level of prettiness is almost mandatory now for a map not to be discarded....

Yea, I totally agree. I would say keep on working before you release b1.
I don't put maps up on our server unless they are approaching valve quality.
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
Still if some of you'd like to test the concept/map it's in our cycle on : 217.70.189.157:27016, home of uriak :)
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
I'm currently reworking the interior part of the map. Adding new routes and vertical elements for defense/ambush playstyle, and making it less squared for ambiance

 
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Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Advancing through the temple... I'm playing with the $color attribute to blend together material who would'nt work on their own in this ambiance. Some displacement will be added to the rocks and the ground. I'm not currenlty working on the lighting at all.





 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
I'd prefer the temple stone to be greyish, but this works too!
EDIT: Can this be downloaded somewhere?
 
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Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
There is an early gameplay alpha running on our server cycle (see Flubber's post above). The last screen are from my unreleased build. The temple is mostly in the tones of the surrounding cliff, but the mirrored one will be in a more greyish/blue theme.

 
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Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Began to play with the stone wall texture a kind TF2maps member shared with us. I also tested a switchable smoke/light combination design to show the mid check points.



 
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Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Well, I still have to investigate new update, (it came at night for us) but what I saw in the new woody arena map is quite pleasant. My plan of making an arid and a more humid and green side may benefit from these new models :)
 
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Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Began playing with the alpine textures, in the other side of the canyon. I combined this with my modified cliff texture


By the way : I was informed of the existence of this on FpsBanana. Dunno how it may play, but I suspect it to be quite different from mine.
 
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lerlerson

L2: Junior Member
Nov 27, 2007
75
7
Haha, lookin' good, lookin' good. Except for that entrance at the top, that looks kinda off.

By the way, how is that hud going to work? It's all grey, except for where each cart is, or what? I ask because it's half-Red and half-Blue right now and that seems odd.