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PL menomena
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menomena
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Map Version: Alpha
Type: PL
Released: 01-02-2012
Last Update: 01-11-2012
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Moose
L4: Senior Member
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menomena
do dooo dododo
dooo do do dooo
Menomena is a payload map with a track that, after reaching a certain point, will circle back around to the same point. I've accomplished this without destroying the gamemode by using both a rotating piece of track, and by messing around with locking/unlocking doors.
I think this can work. We'll see.
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 Changelog |
1/11/12 - a2:
-lengthened area directly outside of blu spawn (and added cover appropriately)
-made area from cp1 through cp2 more interesting (and consequently widened it)
-changed the middle turntable area in order to open it up a bit
-widened last and got rid of the silly uphill rollback
1/8/12 - a1:
-map |
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01-08-2012, 07:10 AM
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#1
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L4: Senior Member
Moose is offline
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I released a1
calm down
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01-08-2012, 07:34 AM
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#2
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Now with 70% more Alpine
Aly is offline
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Congrats for the second alpha. Someone finally got their act together.
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01-08-2012, 07:42 AM
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#3
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Veteran Member
Mr.Blob is offline
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Ooh, looks interessting. - Can't wait to try out the new concept.
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01-08-2012, 08:34 PM
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#4
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L4: Senior Member
bob+M|M+ is offline
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Map density seemed fine. Don't know why everyone was complaining about it being cramped. Although admittedly I was playing mostly pyro =P
Last cap seems it could be improved a bit, maybe a final push with rollback? Also in that area blue might need another/different route.
fun map! keep playtesting.
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01-09-2012, 12:43 PM
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#5
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Veteran Member
Sergis is offline
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the narrowness feel was rather odd. i saw by lookng at the devtextures "this hallway is 256 units wide. its wide enough" but i didn't feel that way.
__________________
[ KotH Namicott ][ KotH Former Cornfield ][ CP Morras Castle ]
Quote:
Originally Posted by grazr
the fact a map recieves feedback from us at all is like a God send
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01-09-2012, 01:38 PM
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#6
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L4: Senior Member
Moose is offline
Posts: 308
Thanks: 599
Thanked: 291
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Yeah, so I've decided that parts of the map really are too cramped. All of the map leading up to first cap, most of the area leading to second, and the last section will have a bit more play area. I've also closed up that window people would spam through on the alt-route to last, and removed the rollback zone going uphill. Finally, I'm considering another route to help people get into last.
Sorry for being an asshole about the cramped thing during the test, I guess I just couldn't see the problem until I tried to fix it. :/
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Last edited by Moose; 01-09-2012 at 01:40 PM.
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The Following 2 Users Say Thank You to Moose For This Useful Post:
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01-12-2012, 04:35 PM
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#7
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L4: Senior Member
Moose is offline
Posts: 308
Thanks: 599
Thanked: 291
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a2 is out and everything is updated and good
I'm relatively happy with this alpha, so I'm probably going to either run this for a while, or make another alpha pretty soon with relatively few changes and run that for a while. There are some non-gamebreaking minor problems I should address too.
So far blu has been winning pretty frequently, but I'm going to give people time to learn the defensive positions and such in the map before coming to conclusions.
Let me know if you have any concerns, it'd help me a lot and might secure you a position in some thanks list later on.
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01-13-2012, 01:25 PM
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#8
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L4: Senior Member
Moose is offline
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Thanks: 599
Thanked: 291
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So, for whatever reason, cart blocking doesn't seem to be working at all. I've checked and double-checked all of the entities relating to the cart (although I don't know what I should be looking at for cart blocking, if anything) but none of it should be causing any problems. So unless I'm overlooking something really stupid, which is probably what's happening, I'm pretty much stuck. If anybody has any insight, I'd greatly appreciate it.
Other than that, I've been messing around with the layout between cp2 and cp3 after talking with yyler about that area being relatively unused.
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04-22-2012, 03:04 PM
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#9
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L3: Junior Member
ics is offline
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Cart blocking - do you mean that the enemy team players are unable to stop the cart? Also, is this project still alive? Concept is interesting but it sounds hard to make it work in-game without players getting lost or stuck in some areas.
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