[WIP] pl_locamotive

Discussion in 'WIP (Work in Progress)' started by Cinnamon Whirl, Feb 15, 2009.

  1. Cinnamon Whirl

    Cinnamon Whirl L1: Registered

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    Some early screens of my payload map, pl_locamotive. This will be a four point, one round map, like badwater.

    Rather than making this map very detailed, I wanted very clean lines, with little clutter. I also wanted to make the two halves visually seperate, so while the first half is set on concrete, the second half will have displacements, hopefully with a yellow sandy desert feel.

    Finally, the maps will have three trainslines running through them, similar to the ones in well. These should randomly race across the map every 2-3 minutes. My hope is that canny Blu players can use them as part of an offensive push into Red territory!

    Any comments, thoughts or tips are very welcome.

    PS. These are an early build - cubemaps, trackshadows and shader-group-things will be taken care of. Eventually.

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    And an overview, blue dots are checkpoints:

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  2. Apom

    Apom L6: Sharp Member

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    Lookq interesting, I like the rounded angles.
     
  3. Ezekel

    Ezekel L11: Posh Member

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    what's the speed value for the trains?
    if it's greater than 800 i'd suggest you consider adding another carriage, since a 2-3 min delay is quite long in game terms, and you will want people to have time to hop on the train when they see it coming (i.e. getting into position).

    the cart track passes across the train tracks, so have you taken that into account (i.e. does the map check that the bomb isn't on, or in vicinity of track before the respective train gets activated?)
    otherwise you could have a clipping situation with the train passing through the bomb (or worse, getting stuck on it, and in turn the bomb being unable to move as it's stuck against the train).
    i'd suggest having the bomb either pass over or under the train tracks rather than through them to avoid this.
     
  4. Cinnamon Whirl

    Cinnamon Whirl L1: Registered

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    I guess I'll start with the speed values from well, and see how that looks. I think you're right about the train length, it could be a bit longer.

    I considered the cart / train problem already, and I think I can use a toggle on the path tracks either side of the train line to to stop the train spawning. That should work for both forward and backward movement.

    If that works, I'd like to "queue it up", so that after the cart passes the tracks, the train will immediately spawn.
     
  5. Icarus

    aa Icarus

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    FYI, it's spelled locomotive
     
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  6. Cinnamon Whirl

    Cinnamon Whirl L1: Registered

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    :blushing: