[WIP] pl_coastline

Discussion in 'WIP (Work in Progress)' started by Gadget, Sep 27, 2008.

  1. Gadget

    aa Gadget

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    [​IMG]

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    [​IMG] (pl_coastline_a1.zip | 13.3 MB)


    * Update 09.02.2009

    o new name COASTLINE
    o new layout
    o alpha 4 of initial map (started as contest entry)

    Feedback needed:

    o gameplay
    o path layout
    o area sizes & running distances
    o ammo & healthkit locations
    o respawnwavetimes
    o team & class balance

    Feedback & suggestions received:

    o CP1 : Very well balanced for fast CP. Good choke points. Perhaps, more 15-30sec longer is better.
    o CP2 : Very easy for attackers. Maybe move the CP a little further down the track or change respawnroom or respawnwavetime, add some cover to the bridge (props or small building)
    o CP3 : Good chokepoint, side path too wide
    o CP4 : Bring the crane in the middle of the area, a lot of open space that is not used by players, increase track length ~512 units
    o I also received a couple of screenshots that I might post later...

    ToDo:
    o change layout according to feedback and gameplay tests
    o add visual style and more details
    o more lights
    o more displacement work
    o skybox
    o optimization
    o soundscape, cubemaps, nobuilds, menu photos

    Well,... initially I had planned to create a map for the payload contest and started with some ideas and a layout (pl_downhill_a1) but soon discovered from gameplay testing that this didn't really work. So I created a new layout that was totally different (pl_downhill_a2) but I wasn't satisfied with the result either. After another new layout (should have been _a3 but I haven't released anything about that) I'm now done with the basic layout of alpha 4 version which is renamed to pl_coastline_a1.


    _______________________


    * Old Alpha 2 (pl_downhill_a2)

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    Download old Alpha 2:

    (I apologize for a bug that the blu forward spawn door wasn't working, I forgot to enable the triggers after capturing C. I've just uploaded a fixed version so if you already downloaded the map please do again.)

    pl_downhill_a2fixed.zip (11 MB)
     
    Last edited: Feb 9, 2009
  2. MangyCarface

    aa MangyCarface Mapper

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    Very nice but a little dark, looking forward to it
     
  3. Username

    Username L2: Junior Member

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    pl_descent?
    pl_pit?
    pl_unge? :p
    pl_nosedive?

    Those are some I came up with.
     
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  4. laghlagh

    laghlagh L6: Sharp Member

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    pl_unleash is a favourite I am going to give to you Gman!
     
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  5. Gadget

    aa Gadget

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    * Old Alpha 1 (pl_downhill_a1)

    * Update 09.10.2008

    You can download the playable alpha 1 version of the map here pl_downhill_a1.zip (12 MB)

    --------------------------------------------------------------------------

    * Update 06.10.2008

    I've completed the basic layout, added some direction signs, added water to the harbor, added observer cameras, added some doors and turned most of the brushes into displacements. I also completed the payload track along with the necessary entities. I still need to complete the spawns and add clipping brushes before you will get a playable alpha version but you can expect that to happen within the next two days.

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    * Initial post from 27.09.2008

    I spent about a week now to block out the layout of a new project. It's a downhill payload map with four control points. Environment will be mining and industrial in a canyon that leads down into a little harbor. pl_downhill is the working title for now but I'm open to any suggestions for a better name. After finishing the basic layout for the last control point I'm going to do some of the displacements, add the game entities...and it should be ready for testing.

    Some screenshots of what I have so far:
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    Last edited: Feb 9, 2009
  6. Gadget

    aa Gadget

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    see first post for updated screenshots.
     
  7. Gadget

    aa Gadget

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    * Update 09.10.2008

    You can download the playable alpha 1 version of the map now pl_downhill_a1.zip (12 MB)

    This release is for gameplay testing and optimization in the first place so
    please ignore the under-construction-look all over the map and provide some
    helpful feedback on the gameplay.

    I especially would like to read your feedback about

    * overall layout and possible changes
    * ammo & healthkit locations
    * gameplay balance
    * is it fun to play?


    Status (09.10.2008)
    * Basic Layout: done
    * Details: 0 %
    * Displacements: ~1 %
    * Game Entities: done
    * Hints & Area Portals: 0 %
    * Lights & Lightmaps: ~15 %
     
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  8. Master of Spes

    Master of Spes L1: Registered

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    Hey, that looks good, i havent played it but it does look interesting. I'll reply with what i think of it later. Just play around with the lighting a bit as lighting really underestimated in maps. Don't like the name downhill. How bout some sort of environment matching names like redthorn for a desert theme or ironwood for a more industrial and mining building type. I cant really think of something matching downhill (*desert type name* decent, maybe).
     
    Last edited: Oct 17, 2008
  9. Cat™

    Cat™ L1: Registered

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    It was very easy to hold Blue back in their base on this map. We set up two crossfiring sentries and just hammered on blue for the entire round and they didn't get very far out of their spawn at all. The map seems too early in development to really criticize the build of it but it was a little confusing to get around at first and some almost unbalanced chokepoints. Still it looks like once it is a bit better balanced it will be a good, fun map.
     
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  10. Nineaxis

    aa Nineaxis Quack Doctor

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    Map was dark and confusing. If Blu gets out of their spawn, they basically steamroll to the end. Red doesn't seem to have any good defense positions except at the very beginning, which is when Blu got trapped in their spawn.

    There's a lot of signs but none seem to help, everyone was lost and confused.
     
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  11. Dox

    Dox L8: Fancy Shmancy Member

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    Other things we noticed were:

    1. Railways in some places as much as a foot above the ground,
    2. Severe lack of health kits (only about 3 or so small ones we could see),
    3. The lack of signage wouldn't be so bad if there were 1 set of rails, but with so many rails you cant follow them to get where you need to be.
     
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  12. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    Overall, it seems interesting. Blu probably has an advantage throughout most of the map, though the completely lack it at the begining, which was the one place they were stopped. Some of the layout is a little confusing, particularly the 3rd point, where there are a bunch of different tracks. It also seems like its a little too easy to camp the red spawn, due to the high ledge across from it, when you're going to the final point. Here are some pictures of other things.


    This was really annoying because the midpoint model had collision on it.
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    Towards the final point.
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    Inside the first blu spawn.
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  13. tobiath

    tobiath L1: Registered

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    There were quite a few textures overlapping (entire brushes within another brush), a few places (as mentioned above) where the track, ramps, or other world brushes were floating off the ground. I was generally confused about where to go.

    also: in blue spawn, the window above the track is open during set up (can shoot and get shot through it), and the actual respawn room is not well defined - I attempted to switch classes near a resupply locker and just suicided instead.
     
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  14. luxatile

    aa luxatile deer

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    I'm sure most of this has been mentioned, but here's what I noticed in Gameday:

    1. The spawn room for BLU seems unnecessarily big. It's ok to have a resupply locker a bit farther ahead in the room, but there should also be one right where you start. If you're going to keep this huge spawn, that would make it easier to actally find a resupply locker, since most people will remember where they spawned.

    2. Some sliding grate doors could be opened from both sides, assuming they're one-way doors. If they're supposed to be opened from both sides, you should just remove them. The ones I'm talking about are in the building after the first downhill stretch (for BLU).

    3. Health packs needed! BTW, you should remove those in the spawn. It's just silly.

    4. Those chicken wire fences are confusing. I don't really see the point, plus it's hard to see where they start and end. At the very least, some beams at he corners and ends would be good.

    5. Balancing: Near the beginning, it's really hard for BLU to get anywhere, since RED has a height advantage. However, after that, BLU gains a huge height advantage, so for the rest of the map, RED is practically doomed.

    Despite quite a few annoying things, I enjoyed this map a lot. It was a lot of fun to play (I played Spy, and I felt that the map did have a sufficent amount of lesser traveled routes for me, and places to approach the other team from the back), so as long as you can fix those really annoying things, this'll probably be a great map.
     
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  15. Gadget

    aa Gadget

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    Thank you guys for testing. I've already begun to think about the whole concept. I'm going to start again and try to make it more straight forward.
     
  16. Gadget

    aa Gadget

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    see first post for updated screenshots
     
  17. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    Is it a completely different layout than before? I'm just wondering since you said you're starting all over. Also, it looks much better with the daytime setting.
     
  18. Gadget

    aa Gadget

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    yes, it's totally different - more open and straight forward, less confusing and not that dark as before. Also I'm not using that much of vertical distances. I'm trying to get the balance right but surely I'll have to apply some small changes to the layout after the first playtesting.
     
  19. luxatile

    aa luxatile deer

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    Now that's improvement, at least visually.
    A few things I noticed with the screens:

    - Why is the ramp in the second picture floating? If it's a way to block players from getting up, I think that's a bit too confusing and illogical.
    - What's with the buried tracks? It's nice for a little visual effect here and there, but people like to rely on them to see where to go, so you should keep it to a minimum.

    I'm really liking this on the whole, though.
     
  20. Gadget

    aa Gadget

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    :)

    You can see those glitches like buried tracks and floating stuff because I didn't do any of the displacements so far - it's just basic blocks to create the layout for now. When I'm done with the layout I'm going to create the displacement geometry and add all the details.