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Panic 



Map Version: Beta 
Type: PLR
Released: 06-01-2009 
Last Update: 12-12-2009 
Ravidge
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Default Panic

Panic
A Payload-Race map
[CONTEST ENTRY]

Set in a small industrial area with forest surroundings.

DOWNLOAD IS NOW AVAILABLE!

Bz2 download: http://213.115.191.55/~ravidge/tf/ma...nic_b2.bsp.bz2

Progress:
Layout

Detail

Balancing
<-- this one is tricky

Credits/Thanks:
A Boojum Snark: Without the gametype library I would never have started this.
Shmitz: Posters.
III_Demon: Track models.
Big Rexy: Ibeam models. dynamite models
Youme: Swamp props
Matt/LordNed: Answering endless modelling questions.
Random Steamchat people: Feedback and support!


Changelog

Short and easy log:

b2: Speed increases over time in stage 3. New environment settings, updated skybox, optimization and bug fixes.

b1: detailed stage 3. Finished stage 2. Initial optimization on all stages, explosion in stage 2 reduced in size to help performance. Moved some pickups around, mainly in stage 1 and 3. Closed off the middle (wooden) tunnel in stage 2. Clipped more edges, switched some clips for trigger_push to allow rocketjumping. And more that I can't remember!

a9: stage 2 detailing. custom soundscape.
a8: rebuilt ALL logic in the map. Continued some detailing in stage 2. Slowed the carts in stage 3 by 20%
a7: Anti-stalemate mode added. Stage 2 rough texturing.
a6: stage 1 detailed, still not 100%. Fixed a rare bug with auto-rolling carts in stage 1.
a5: fixed crashing. Added particles!
a4: stage 2 deleted, new stage 2 added. Dynamic cart speeds in stage 3.
a3: various fixes and tweaks.
a2: added stage 3.
a1: release (stage 1 & 2).



Old 06-01-2009, 11:11 AM   #1
The Political Gamer
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Did you make the trigger_hurt small enough so people can rub up against the cart and still push it? That would also disable the everywhere but the non-saw side of the cart.

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Old 06-01-2009, 11:37 AM   #2
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Quote:
Originally Posted by The Political Gamer View Post
Did you make the trigger_hurt small enough so people can rub up against the cart and still push it? That would also disable the everywhere but the non-saw side of the cart.
only the teeth of the blades hurt. They do more damage the longer you touch them. Just nudging it will do about 30-45 damage, and you have the cart dispenser to heal that up quickly.

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Old 06-01-2009, 01:17 PM   #3
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That looks like a lot of fun- can't wait to try it!
 
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Old 06-01-2009, 04:20 PM   #4
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That looks good for a final stage, but for a normal stage I'd say that's much too short, and is sort of odd with no flanks/deviations from the cart path. Maybe that's just me though. Can't wait to see where else you're going with this!

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Old 06-02-2009, 10:40 AM   #5
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I thrashcanned that part, It was a horrible failure
So instead I went to work on a completely new stage. Probably going to make this stage 2.

I have Other plans for stage 1. It's going to be a downhill battle.

Stage (probably) 2 images:




Not mirrored yet, if that wasn't clear.

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Old 06-02-2009, 10:56 AM   #6
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Looks nice


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Originally Posted by Ravidge View Post
It's going to be a downhill battle.
But don't make that the cart automatically moves down. That's too easy
 
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Old 06-02-2009, 07:33 PM   #7
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Ambience!



Good?

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Old 06-02-2009, 07:44 PM   #8
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Looks good, it reminds me of L4D though. Not sure what you're going for here. Kinda, funny though, it seems like all of the plr maps are night time..

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Old 06-02-2009, 07:59 PM   #9
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I wouldn't call it night, and I've never played L4D (other than the demo) so I guess that is a coincidence

I want to try different things with all my maps; silvertrail is bright, system is indoors and panic is dark-ish. I would probably get bored quickly if all I did was the same thing over and over, and now I finally get a chance to play around with lights

I might slightly lighten up the ambiance and shadow color...

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