Notices

PL Weatherlab  Release Tools Comment
Screenshots


 
Weatherlab 



Map Version: Alpha 
Type: PL
Released: 02-24-2011 
Last Update: 02-23-2011 
nik
҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎ ̏̐̑̒̓ ̔̊̋̌̍̎̏̐̑̒̓̔̿̿̿̕&

 
nik's Avatar
Default Weatherlab

Weatherlab
Version: Pre-Alpha 2

Introducing PL_Weatherlab, a branching Payload map.

You're probably wondering "how the shit does branching payload work?", well it's quite simple. This is a 'badwater' style payload map, so there are 4 points to capture. The first and last points are always the same, and the two points in between those are branched. This means that when the first point is captured, the map will randomly choose to go down one of two paths, which are simply mirrored versions of each other (to keep the HUD correct, and to keep it balanced). It might seem a little confusing on your first go, so I've added some arrows and changed the way the paths open up since the first (bad) release.

If you're wondering what the name means, basically later I will detail each "branched" section a different weather theme. Below is a diagram that should help explain this.



Besides that, I don't have much else to tell you, but the spawns may seem a little silly right now, and I'm working on that.


Changelog

Pre-Alpha 2

-added MEGA-GLASS in the first part to block a sightline
-fixed getting stuck in spawn (I think)
-made it so all the paths opened after setup ended, so RED could build as far back as they'd like
-added more arrows
-reduced the size of the ending area
-added another spawn for BLU at the end to greatly reduce walktimes



Old 02-24-2011, 07:20 PM   #1
Seba
I main Ganondorf
 
Seba's Avatar
 
Seba is offline
Posts: 2,069
Thanks: 2,129
Thanked: 1,692

Default


This certainly looks interesting, although I hope that the mirrored stages vary, if only slightly. Hopefully it won't crash any maps c:

__________________
Quote:
Originally Posted by Selentic
This is like asking me to ignore the faults of Capitalism, Swordfish. You know how bad I am at that.

 
Reply With Quote
The Following User Says Thank You to Seba For This Useful Post:

Old 02-24-2011, 09:05 PM   #2
Mr. Wimples
L4: Senior Member
 
Mr. Wimples's Avatar
 
Mr. Wimples is offline
Posts: 265
Thanks: 410
Thanked: 196

Default


The engie player in me is a bit apprehensive. I'd hope the opening pathways are balanced enough to give defenders a bit of time to solidify a defense. Otherwise it may become a steamroll til the final point where players can predict where the offense will attack from.

__________________
Maps - PL Bastion - PL BATT Wimples

 
Reply With Quote
The Following User Says Thank You to Mr. Wimples For This Useful Post:

Old 02-24-2011, 09:11 PM   #3
HellJumper
Veteran Member
 
HellJumper's Avatar
 
HellJumper is offline
Posts: 807
Thanks: 795
Thanked: 369

Default


I can't wait to see this in action
I'm really digging the ramps.

__________________
3D Modeling Tutorial | The Construction Pack | Carouser's Capotain | The Medieval Update | Steam Workshop
 
Reply With Quote
The Following User Says Thank You to HellJumper For This Useful Post:

Old 02-24-2011, 09:45 PM   #4
Boylee
pew pew pew
 
Boylee's Avatar
 
Boylee is offline
Posts: 1,019
Thanks: 1,065
Thanked: 562

Default



__________________
pl_clifftop - cp_cruff - ctf_chicane - cp_triplet - koth_triplet
 
Reply With Quote

Old 02-24-2011, 10:32 PM   #5
stevethepocket
(heaven forbid) ponies
 
stevethepocket's Avatar
 
stevethepocket is offline
Posts: 1,994
Thanks: 170
Thanked: 752

Default


I guess the only question left is "why", since the branching routes don't really do anything to enhance the gameplay if they're perfect mirror images. It comes down to a difference akin to which team you join when you start 5CP, except in this case it was just more work for you.

__________________
Current projects: Fort Frolic (BioShock-themed Arena map) | Turbine remake
 
Reply With Quote

Old 02-25-2011, 02:07 AM   #6
LeSwordfish
Semi-Trained Quasi-Professional
 
LeSwordfish's Avatar
 
LeSwordfish is offline
Posts: 2,139
Thanks: 901
Thanked: 1,566

Default


i'd guess it nullifies a static defense at those points, making chokepoints more chokey, but everywhere else far less so.

Worth trying i guess.

__________________
--- pl_crusoe --- plr_Jackal --- Tumblr --- @LeSwordfish --- Portal Buttons ---
---Adopted map --- #72hrmap --- Writing --- Twitter --- Original Portal mechanic ---
--- Only War: Armoured Fist --- Dark Heresy: Lost and Gone Forever ---

 
Reply With Quote

Old 02-25-2011, 08:13 PM   #7
nik
҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎ ̏̐̑̒̓ ̔̊̋̌̍̎̏̐̑̒̓̔̿̿̿̕&
 
nik's Avatar
 
nik is offline
Posts: 972
Thanks: 143
Thanked: 245

Default


I'll probably change the content of the branch paths later.

The other option is to determine the branches at the start and open them right away, so you could build as far back as you'd like.

__________________





 
Reply With Quote

Old 06-19-2011, 05:31 PM   #8
nik
҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎ ̏̐̑̒̓ ̔̊̋̌̍̎̏̐̑̒̓̔̿̿̿̕&
 
nik's Avatar
 
nik is offline
Posts: 972
Thanks: 143
Thanked: 245

Default


So I'm back (sort of) after a long lapse of activity on the forums. I just wanted you guys to know that I'm going to be continuing my work on this map, trying to get a 3rd pre-alpha out (haha oh god). Nobody is probably going to read this, but if you have, and you have actually played this map when we tested it a while ago, then get ready for a new version sometime soon. Mainly I'm going through the map and making it tighter (and smaller) in most places, by both reducing hallway/area size and adding other elevated areas where it seemed to be too flat. I know I talked about making the branches completely different, but that might have to wait until I get this rebooted version out first, and see how things go from there.

tl;dr

I'm back and working on this piece of shit again.

__________________





 
Reply With Quote
The Following 3 Users Say Thank You to nik For This Useful Post:

Old 06-19-2011, 06:57 PM   #9
Doctor Paprika
L3: Junior Member
 
Doctor Paprika's Avatar
 
Doctor Paprika is offline
Posts: 148
Thanks: 11
Thanked: 50

Default


When the map choose which of the paths to take, will door close off the other path via doors (like in Badwater Basin), or will players still be able to use them for movement but not push the cart through it?

Either way, I can't help but think that there must be an easier way to work in the "four seasons" meteorological lab theme, which I think is pretty cool. Maybe Gravelpit or multi-stage A/D? I'm not sure, but since it revolves around four separate visual themes - one for each season - I'm wondering why you would invent a custom game type that only lets you see two of the four in any given round.
 
Reply With Quote
The Following User Says Thank You to Doctor Paprika For This Useful Post:
Comment  

Previous Release Next Release
Release Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 08:31 PM.