pl_zig_b4

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Duggles
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pl_zig_b4

Post by Duggles » Sat Jan 10, 2009 5:11 pm

Today and yesterday I have been playing one of the new payload maps, pl_zig_b4. Admittedly I do like it, but unfortunately the first checkpoint is unrealistically difficult to get the cart to. I know yesterday we actually did play it all the way to the end, but I would leave that to luck and unholy teamwork on part of the blues. I was thinking of changing something to do with the map, such as making the train faster, making the red spawn further away or something more drastic.

I know there will be disagreements about fiddling with the map but it's just too lop-sided on the first checkpoint, in my opinion. I have found a couple of tools that most source mappers would already have, one that decompiles the map (Vmex) and one that can edit the ent file (EntEd). The latter odesn't need a recompile so I would prefer to do that. Someone who is more experienced with SrcMapping could do this instead of me, so I'd be happy to pass the baton, since I only ever messed around with GoldSrc mapping (that's HL1).

So I guess we should have a chat about what could/should be done...
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Fester
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Re: pl_zig_b4

Post by Fester » Sat Jan 10, 2009 6:42 pm

First off nothing can be done about the coke points cuz we don't make the maps we just UP them to the server :) all new maps get thrown on a few nights for umm... testing? .. but i agree it is a very difficult first point but all the rest seem to pass easy once first is done..
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dintbo(aka bosco)
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Re: pl_zig_b4

Post by dintbo(aka bosco) » Sat Jan 10, 2009 7:16 pm

Its a beautiful looking map though. Shame its a bit flawed. Bloody fps hell on a craptacular machine like mine as well :roll:
Nicely done Bbloke!!
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