Parkourners

Latest live Version: ut4_parkourners_a1

Believe it or not, inspired by Laneway. Yet another map from 2018. And another that came together in less than 3 days, with some refinements over a few more days, thanks to immediate and thorough playtesting, live pub, and SUnday Scrim!

Basically, since FSK405 loves playing Laneway so much, I thought that it might be cool to take the basic idea of Laneway... a single, nearly map length main road, and two short right/left turn roads at each end where the flags are located, and extend those right/left turn ends slightly, double back from each, go up a hill, and then cross over the main road in the center. And that is exactly what I built initially. The next part of the inspiration was, obviously, Parkour, hence the name. I wanted the map to have lots of routes that included jumps and such, but I also wanted there to be the possibility of nearly infinite combos to be created. With that in mind, I then added some blocks (brushes), and began resizing and shaping those blocks to form "buildings". Then it was simply a matter of, as some sculpters will say, "let the clay speak to me". I have said it before, and will restate it here: nearly every one of my maps is an initial inspiration, very basic foundation gets placed in NetRadiant, and then I begin free-sculpting.

Parkourners is pretty basic looking. During the very first (private) playtest, I asked the few people playing what they thought the theme should be. All said, quickly, Blade Ruuner. Fifth Element. I felt similarly, but could not fully envision it that way, so I began looking for textures that "spoke" to me. Some customizing of textures, basic shader writing, and a post-apoc, drab area is born, but with some lightly glowing accents that provide quick, visual clues as to one's location on the map at any time.