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PL Haywire RC4

Payload map in the style of 2fort!

  1. Fluury

    Fluury L1: Registered

    Positive Ratings:
    This Update is experimenting with the balancing of the map, as many have replied that both Second and Third arent really defendable.

    - Moved the first point into the hut with the deathpit
    --expanded the ground of the deathpit a bit
    - Moved the second point into the double hut with the sniper sightline blockers
    --Added a closed door to RED's forward spawn to block an unwanted sightline
    --Also added some props to block a sightline to prevent snipers sniping the point from their spawnroom
    -- The tunnel is now one way for the time RED has the third point under their control so BLU doesnt have an easy way of spawncamping.
    -Moved the third point ever so slightly back
    -Added a rollback area at:
    - The hill at BLU's spawn
    - The hill before third
    Added a rollforward area at:
    - The sledge at RED last
    - Blocked an unwanted sightline at RED Last under the slope.
    - Reduced the thickness of several roofs
    - Adjusted time and respawn times for better gameflow and to prevent rolls
    - Optimized the RED BREAD hut to prevent FPS loss
    - Made the generator infront of BLU's spawn solid
    - Scaled water texture up so it doesnt look weird anymore
    - The Payload Explosion now gibs people.
    - SWIFT WATER has gone bankrupt during the development of Haywire, say hello to MCJOHN WATER


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  2. Fluury

    Fluury L1: Registered

    Positive Ratings:
    - Added Soundscapes for their respective locations.
    - Added several lights to make gameplay spaces which were too dark not too dark anymore
    - Further optimization
    - Increased Respawn Time of RED on third, decreased it on First
    - Increased Setup time by 20 seconds to allow Engineers smoother setup and to allow people to be dorks infront of the windows for longer
    - Moved McJohn sign so it stops floating
    - Fixed an issue that caused HDR to go haywire (heh)
    - Added even more Arrows
    - Now includes modified Attack/Defend entry-messages
    - Properly clipped BLU Spawn door
    - Fixed overlapping brushes on RED last

    - Further optimize
    - Fix any small issues that might arise
    - Release

    See you next test!

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  3. Fluury

    Fluury L1: Registered

    Positive Ratings:
    After several map tests and feedback of friends, strangers, and enemies, the map is at a point where I am personally happy with it and seemingly others, too.

    I aim for this version to be final, but if the next test ends up with some technical issues, Ill obviously fix them.
    As far as looks and gameplay goes, these are very much final.
    Thanks for all the input and feedback to make Haywire as good as it can be!


    - Changed lightning a bit.
    - Changed the color of the wall around Last from red to white.
    - Lots of optimization!
    - Added frogs
    - Adjusted respawn time of BLU after capping first
    - Fixed the Announcer screaming the wrong lines when capping points as BLU.
    - Moved a support beam at the cave so people dont get stuck
    - Reduced the number of lights at BLU's primary spawn so it's less bright.
    - Added smoke.
    - Clipped some support beams so you dont get stuck anymore.
    - Moved some props so they dont float
    - Adjusted the metal plate at first so it isnt floating anymore
    - Adjusted HDR so it isnt burning your eyes away anymore.
    - Bot Support! Now you too can play Haywire without friends.

    Once again thanks a bunch for all the testing and the feedback!

    See you next map!

    EDIT: The screenshots of the map have also been updated!

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    Last edited: Feb 18, 2018
  4. Kobolite

    Kobolite L7: Fancy Member

    Positive Ratings:
  5. Fluury

    Fluury L1: Registered

    Positive Ratings:
    This version will mark the end of Haywire's development, and I'm really happy how it turned out.
    This map, being my second, taught me a lot about hammer, but even more about people, balancing, and what to do with feedback, given my first map was more of a "proof of concept" release for myself.

    I've had people I respect a lot that made a lot of amazing stuff for TF2, including maps tell me that areas or certain things about the map are great and fun, but at the same time had the same genre of people tell me certain areas are bad, and that I'd have to rework them.
    What I ended up doing is just trying to make the map good for as many people as possible; I learned that I can't make a Map perfect for everyone and that I just sometimes have to disagree or discard some feedback, which sometimes feels bad if I see that a fair size of players don't see a problem with it.
    Overall Haywire has been a great learning experience, and in my eyes, a moderately nice map I hope people will enjoy on playing if they get across it.
    But enough useless monologue, here is the changelog for RC2:

    - Gave BLU more time after capping A
    - Increased RED respawn after BLU caps A very slightly
    - Added collisions to the Capture Points
    - Disabled collisions of small props inside the spawn of BLU for fluid jumping around.
    - Moved a metal plate at BLU's spawn so you no longer get stuck on it
    - Lowered cement at the choke around BLU's spawn to allow players to get up without jumping.
    - Moved a sign ever so slightly so it aligns better
    - Made the Cow Jail at the final point less boring looking by adding some patches to it
    - Added a hazard stripe at Last so people pay more attention to the fact that it's a deathpit
    - Compressed file size
    - Moved a staircase so it doesnt awkwardly clip through a wall anymore

    Thanks to everyone that bothered to test Haywire, submit feedback, helped me through some Mapping issues or left some warm words on the thread or the Playtests!

    Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1308849071

    I'll be taking a break from Mapping for now and focus on school stuff, but you'll see me again on a new map soon(tm). And maybe Ill return to Uturn and try to make it into something that's not awful, who knows.

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  6. G.bo

    G.bo L2: Junior Member

    Positive Ratings:
    Nov. 27th, 2017: Start of map.
    Feb. 21st, 2018: RC2 Published.

    This map took you a little less than 3 months to complete: I respect you for your amazing work ethic.
  7. basilhs333

    basilhs333 L8: Fancy Shmancy Member

    Positive Ratings:
    Hey friend!
    i ran your map and i spotted 2 small things that can be changed/fixed.
    the first is one that i can get stuck on this fence here near the building on the second picture.

    Secondly these stairs here look weird. maybe try to make them look better and more fitting perhaps
    • Thanks Thanks x 1

    YOYOYO L6: Sharp Member

    Positive Ratings:
    So this map is really pretty, especially for your second published map, but their is one consistent problem that really bothers that can easily be fixed. Some textures don't really align with the ones surrounding them of the same texture, like the ramp basilhs333 showed. All you have to do is go into the texture tool on your left, left click on one of the textures, and alt-right click on the unaligned textured next to it. If it works, thank me later.

    I hope this isn't confusing.
  9. Fluury

    Fluury L1: Registered

    Positive Ratings:
    Don't worry, I know of aligning textures.

    Can you submit a few examples of locations where textures don't align properly? The only ones I know of are the slopes above and the building infront of BLU's spawn - the rest should have their textures aligned, however there's always the high chance that I simply overlooked some locations.
  10. Fluury

    Fluury L1: Registered

    Positive Ratings:
    RC3 is mostly there to fix a few bugs, adjust a few gameplay related things and also add a tiny bit of optimization and misc stuff.

    NOTE: RC2 has an exploit that is very much potentially gamebreaking, if you are a server owner, I heavily recommend updating to RC3.

    Nonetheless, here is the changelog.

    - Fixed two exploits allowing Engineers to build in unintended locations.
    - Optimized the last point further
    - Adjusted lightning in the Cowjail-Cave
    - Added Cameras across the map
    - Fixed a few visible glitches
    - Adjusted respawn times ever so slightly in favor of RED.
    - Replaced the ugly slopes with stairs!
    - Toned down HDR a bit so it's less bright.
    - Added a sun.
    - Disabled collisions on a variety of pipes
    - Added a barrel at the wooden wall around the shortcut of BLU's spawn to allow defenders to jump over it
    - Disabled shadows on a variety of props so they look less jarring
    - Signs now have collisions
    - Adjusted several textures so they align properly
    - You can no longer get stuck at the fence around the second point
    - Adjusted soundscapes for a more pleasurable gaming experience.
    - Decreased explosion-radius of the final Cap bomb so you no longer die when miles away
    - Added an extra arrow for RED to follow.
    - Updated the Download with new Screenshots because I forgot I had my aliasing off + to show the new stairs and cameras
    - Added a Steam workshop link to the original post

    Once again thanks for all the overwhelmingly positive feedback and bug reports! I never expected such a positive outcome, but I sure as hell am happy about it!

    See ya!

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  11. Fluury

    Fluury L1: Registered

    Positive Ratings:
    Status Update: What's in store for RC4 and addressing common issues

    Over the course of Haywire releasing several Server communities gave it a shot and submitted some pretty useful feedback, wanting to make sure that RC4 will address every of these issues, I'll just post a quick pre-update log of issues I'm gonna take a look at.

    - EXPLOIT: The exploit which details I am not going to address has been fixed, given there is only a single one from what I have seen, consider it dealt with.
    - OPTIMIZATION: People have reported that they have minor frame drops on certain areas. I'm in the process of further polishing the optimization of the map to bring it to a point where even playing it with 32 players should have it stay over 60 frames at open areas on decent computers.
    - BALANCING: I've put a good eye on demos, gameplay sessions of any kind generally from what I have seen an area of trouble seems to be the Last area. I am still unsure about this; If you have any kind of Balancing feedback, make sure to report it. I'm currently considering removing/lowering health packs at Last at RED's side so they'd be more forced to retreat to the spawn room for health and also considering ever so slightly increasing the respawn.

    If there are any other exploits, issues, or quirks, I'll get to them.
    Thanks for your attention!
  12. Fluury

    Fluury L1: Registered

    Positive Ratings:
    - Fixed an exploit to get out of the map
    - adjusted some props
    - fixed visible nodraws
    - aligned several textures
    - increased RED respawn on last to prevent stalemates
    - removed small healthpack in the shack with the big window at Last
    - turned the small healthpack at the tower to a medium one
    - turned the medium healthpack at the roof-plate cover into a small one
    - Optimized Map

    Hopefully the FINAL version of Haywire so I can stop annoying Server Owners with updates. Optimization dont will *hopefully* allow Servers with 28 players to run the map with a constant 60 FPS on open areas.


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