pl_megus
pl_ultus
pl_highus
xD
pl_acropolis (Fortified Hilltop)
pl_ateau :lol:
pl_altitude
or some synonym to that:
pl_apex
pl_summit
pl_peak
simple like that.
Hah! I remember your high ping!
I like pl_praealtus, sounds like a quality mapI think you should add that one to the possibility list. Pl_acropolis is a nice name too...
Thought I'd let you know that this one made my blog (see my sig). The map is looking great, I love the idea of blasting people off cliffs (like the sniper in the screenshot) and I'm a sucker for payload maps.
Another name could be something along the lines of giving it a fictional place name... for instance, pl_eaglepeak. Also I randomly came up with the name pl_snowblind, although it's not quite THAT snowy!
Actually, I'm not gonna lie, I test out one of the older alpha versions that your steam page linked to and I've gotta say that this map looks FANTASTIC! I can't wait to see the final version.
pl_<insertsacredmountainhere> works, but something simple such as greatheights will always work. Besides, if you get into mythology you run the risk of making it nerdy! dun dun dunnnnnnnnnnnnn~
True, but if I remove the _'s then when the map loads, it becomes GREATHEIGHTS, so I'd prefer to leave it in for that reasonI agree 100% with this statement. A simple map name like pl_greatheights (remove the underscore/caps) will be just as memorable as something like pl_mountathena :mellow:. As long as the name isn't overly complex (pl_cartandmountainpass) or boring (pl_mountain) people will remember it.
yes it does change the way props are lit, the -staticproppolys one works out the lighting of a prop on a vertex by vertex basis rather than by just its origin, which means tracks are smoothly lit.
No, it will work out proper lighting for every static prop in your map. the lights.rad file determines which props will have their alpha texture's worked out properly and that one is the one that takes the most ammount of time, the staticproppolys one probably only adds an extra few minutes on to your compile whilst the texture lighting might double it (depending on your machine)Started looking into this as I'm ready to compile my final beta release, I thought the staticproppolys was something that could be marked for specific meshes only (setup in the .rad file), but looks like it's global? Thus going to take an arse load amount of time to compile :x Can it be limited to specific meshes some how?