I think the pratice with logic n stuff has concluded, as the tests show a more complicated mode would be in order. time to move to greener pastures. farewell gamers

may take this back up sometime lmao

if anyone wants to take over be my guest.
-detailing
-visual fixes
'Fixed' Some logic and visual bugs, and took the opportunity to detail.

Cause I’m bored im gonna list my plans:
  • Sight lines seem like an issue but haven’t tested this version at all lmao
  • I probably want to redo spawn area, feels clunky
  • The crossover area has some bugs to it, will need to experiment to work them out. The undesired outcome shouldn’t affect gameplay too much?
  • The ‘Last‘ points feel a bit off, some small changes.
might squeeze in a a8b

Also my prophecy was true.
Yea I just remade the entire map again what you gonna do about it

Changes:

idk man, the map is mirrored instead of rotational now i guess

i'm happier with the layout now, feels more organized.

Cart needs to go further, so i sped up cart by 10% more

More custom stuff ig

demo mesa reference!!!??!?1/1

you might see a quick a8a soon since the logic might goof itself lmao
Small changes, just want to redo a test to be more sure

  • Add kill zone when cart teleports
  • Changed some props into brushes
  • Expanded some areas
  • Added custom assets to explain what is happening better
  • added more gameplay depth to the map
  • more routes etc
  • sped up cart a tiny bit
  • detailing stuff
Last playtest showed the layout had flaws, flaws that couldn't be fixed without LOTS of work, so it was easier to scrap that layout.

INTRODUCING layout 2

Since I don't want to list EVERY feature of this layout, ill just mention the key changes

  • The teams push the cart to the enemy's side of the map
  • The cart track is longer
  • The carts are thrown into a pit and explode
  • Each team has a "last" which is a defensive hold
  • Skybox stuff
A lot of these changes are quite the adventurous step compared to the a5, but I'm willing to test out the limits of this game mode. (time to cap etc.) and see if it makes for a more exciting gameplay experience

ALSO I made a prefab for the logic if you wish to recreate this game mode.

https://tf2maps.net/downloads/kotplr-logic-prefab.17157/

There's bound to be issues with something inside, so let me know if there's any issues, or I forgot to write a note somewhere
packed my hud in
Had fun on the playtest, and also fixed the compilepal issues so we got custom content back baby!

  • Lengthened map, spawns are further back
  • Added overtime
  • Added 3d skybox
  • Added a sniper platform, im unsure of it though
  • Did some detailing :)
  • Added some lore
  • Changed mid, has a big cylinder now :D
  • idk some other stuff too ig
bruh the logic was goofed on the playtest, so i couldnt get much feedback

  • The teams are now pushing their own buttons (?) Insurance fraud or smth idk
  • Fixed Explosion at the end.
  • Made buttons actually move
  • Added Ramps
  • Changed some healthkits
  • idk