(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.
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* Old Alpha 2 (pl_downhill_a2)
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)
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