Notices

PLR Atoll  Release Tools Comment
Screenshots


 
Atoll 



Map Version: Beta 
Type: PLR
Released: 01-22-2012 
Last Update: 05-01-2012 
LeSwordfish
Semi-Trained Quasi-Professional

 
LeSwordfish's Avatar
Default Atoll

plr_atoll_b1
By Tom "LeSwordfish" Field
Payload Race map, set on a tropical island and some kind of nuclear testing faculty. Carts run alongside each other for most of the map, before splitting up for a pair of choke points, and rejoining over one of those big dumb death pits I'm so keen on.

Currently in b1 for contest release. Layout is largely final, detail is 40% complete.

Custom Content:
Construction pack (Overlays, netting texture, flatbed and truck props, plus crane)
Bulletcrops (mostly Maritime) pack
Rexy's Forklift
Void/Rexy Computer screens.




Old 01-22-2012, 10:23 AM   #1
yyler
Guest
 

Posts: n/a

Default


I like your turntables.
 
Reply With Quote
The Following User Says Thank You to For This Useful Post:

Old 01-22-2012, 12:28 PM   #2
LeSwordfish
Semi-Trained Quasi-Professional
 
LeSwordfish's Avatar
 
LeSwordfish is offline
Posts: 2,153
Thanks: 906
Thanked: 1,588

Default


http://dl.dropbox.com/u/13673854/ato...oll_a1.bsp.bz2

They look pretty ugly when they actually move.

__________________
--- 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 01-22-2012, 02:47 PM   #3
theharribokid
Site Staff
 
theharribokid's Avatar
 
theharribokid is offline
Posts: 757
Thanks: 977
Thanked: 567

Default


just been testing the map for Gameday and really like it. Couple issues, if your still pushing the cart from when it hits the dynamic element and stay there until it's finished you don't move the cart until you've stepped away from cart and restarted pushing it, also there seems no logical reason why the cart pieces are facing the other way to begin with as there is no room for another track route ahead being that big glass window is there.

And a couple suggestions, some larger variations in height would be nice, not that there isn't any but it's only the any significant height where the cart is down on the sand vs the boat dock and the middle area by the end point which is connected to the elevator shaft. My other suggestion is moving that walkway that goes over the cart at the start a bit, I always think of it as a rule of thumb that the cart should always be able to be pushed while being stood on, I cant think of any official maps that don't follow that rule.

__________________
My Backpack - http://tf2ite.ms/theharribokid
Steam Community Page - http://steamcommunity.com/id/theharribokid
 
Last edited by theharribokid; 01-22-2012 at 02:51 PM.
Reply With Quote
The Following User Says Thank You to theharribokid For This Useful Post:

Old 01-22-2012, 08:13 PM   #4
Strange Pro
L1: Registered
 
Strange Pro's Avatar
 
Strange Pro is offline
Posts: 2
Thanks: 0
Thanked 1 Time in 1 Post

Default


i like the map but imma tested it out and look Sexy ;D
 
Reply With Quote
The Following User Says Thank You to Strange Pro For This Useful Post:

Old 01-22-2012, 08:21 PM   #5
Sergis
Veteran Member
 
Sergis's Avatar
 
Sergis is offline
Posts: 1,275
Thanks: 554
Thanked: 688

Default


Quote:
Originally Posted by theharribokid View Post
there seems no logical reason why the cart pieces are facing the other way to begin with as there is no room for another track route ahead being that big glass window is there.
they should just point the other way initially, so the cart tracks connect in U shape and then turntable makes the carts go their separate ways instead of into each other

__________________
[ KotH Namicott ][ KotH Former Cornfield ][ CP Morras Castle ]
Quote:
Originally Posted by grazr View Post
the fact a map recieves feedback from us at all is like a God send

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

Old 01-22-2012, 08:49 PM   #6
grazr
Mmm, hhhyes. indubitably.
 
grazr's Avatar
 
grazr is offline
Posts: 5,352
Thanks: 1,161
Thanked: 3,342

Default


Wondering where the atoll comes into it. You got any sketches of the overall layout?

__________________
Quote:
A Boojum Snark: Don't listen to grazr he is probably drunk

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

Old 01-23-2012, 02:30 AM   #7
LeSwordfish
Semi-Trained Quasi-Professional
 
LeSwordfish's Avatar
 
LeSwordfish is offline
Posts: 2,153
Thanks: 906
Thanked: 1,588

Default


Quote:
Originally Posted by Sergis View Post
they should just point the other way initially, so the cart tracks connect in U shape and then turntable makes the carts go their separate ways instead of into each other
Yah, that's what i was thinking.

Quote:
Originally Posted by Strange Pro View Post
i like the map but imma tested it out and look Sexy ;D
Cheers! It's amazing what throwing a light_environment in can do.

Quote:
Originally Posted by theharribokid View Post
Couple issues, if your still pushing the cart from when it hits the dynamic element and stay there until it's finished you don't move the cart until you've stepped away from cart and restarted pushing it,

And a couple suggestions, some larger variations in height would be nice, not that there isn't any but it's only the any significant height where the cart is down on the sand vs the boat dock and the middle area by the end point which is connected to the elevator shaft. My other suggestion is moving that walkway that goes over the cart at the start a bit, I always think of it as a rule of thumb that the cart should always be able to be pushed while being stood on, I cant think of any official maps that don't follow that rule.
Hmmm... the first bug can probably be fixed by disabling and reenabling the pushzone (or that's worth a shot, at least). As for the height differences, i'll have to think about that one. I might put a second floor in the boathouse- it's that or allowing access to the roof, which is simpler and better-looking but opens up a whole load of sniper issues.

Quote:
Originally Posted by grazr View Post
Wondering where the atoll comes into it. You got any sketches of the overall layout?
The atoll was gonna be in the skybox around the start of the map. My solution to the age-old "3D skybox water and level water never sync up" problem.

A1a perhaps today or tomorrow, fixing turntable bugs and oddities, and little stuff like that. Also, while I remember, Spectator cams (oops) and stuff like that.

__________________
--- 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 01-23-2012, 03:04 PM   #8
grazr
Mmm, hhhyes. indubitably.
 
grazr's Avatar
 
grazr is offline
Posts: 5,352
Thanks: 1,161
Thanked: 3,342

Default


Eeeh, that problem is DX related. If you've got your settings set to max that isn't a problem, your water reflections will sync. Of course the problem is the vast majority of players wont be running gaming rigs in order to do that and will get a shoddy game aesthetic experience, so i can appreciate that.

__________________
Quote:
A Boojum Snark: Don't listen to grazr he is probably drunk

 
Reply With Quote

Old 01-23-2012, 03:40 PM   #9
stevethepocket
(heaven forbid) ponies
 
stevethepocket's Avatar
 
stevethepocket is offline
Posts: 1,999
Thanks: 170
Thanked: 755

Default


When I saw the pair of turntables, my first thought was to have them feature straight tracks facing the approaching cart and then have them turn to face the way the cart needs to go — justifying the turntables being there (sort of) and also forcing the other team to wait for them to turn back before they can push their own cart onto them — unless their cart has already partially slid onto their turntable, which prevents both from turning until it's rolled back off or all the way on.

Huh. When I actually say it, it sounds so much more complicated.

__________________
Current projects: Fort Frolic (BioShock-themed Arena map) | Turbine remake
 
Reply With Quote
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 02:51 AM.