pl_sunsetbaytown

pl_sunsetbaytown A12_A

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pl_sunsetbaytown A12_A

A Payload map that takes place alongside and through an oceanside town.

[Name Pending]

My first map, where BLU pushes a cart alongside and through a sea-side town, complete with Lighthouse and mid-town Clocktower.

What is it?
A 4 point, Single Stage Payload map traversing through this town.
Point A: A quick bend around the road that follows the sea, just before a major tunnel/building, with a couple of buildings for cover.
Point B: The cart goes through the tunnel, however there is a large building to one side that connects all the main routes through the area, and an overhead area that gives a large height advantage, and directly connects to the next area; a lighthouse that the cart rounds about.
Point C: A thin road with a building on each side.
Point D: A large plaza that revolves around a clocktower towards the middle, with the road climbing up it. The cart rounds the clocktower before being dropped inside the tower itself.


Closing Words:
Well as I said before, this is my first map (and I am still relatively new to the sight so apologies if this seems over-formal or such), but would appreciate any feedback.

And if you're looking this up a special thanks to you!

Screenshots:
BLU Spawn:
F3187E49F10DF306CCA586F0E22877B8D4C02618

Point A:
0CEAD5FFDFCD8A78006A11936403DE314F6020BA

Tunnel to Point B:
1C2FE6C2345B8EF8AE3F05499AD07E96A6D213C4

Connected Building to Point B:
35DF87844B67E48619FD74AA99F52510668812E3

Point B Lighthouse:
9FB8B150D0984E923980A83520195F535AF1AB5E

Point B Boathouse:
475983E8A34D82F82A251EBE3CF816FBCB4A220F

Point B:
49C1B55D44432111E29B3FCB62924B9852C4D449

Middle of Road to Point C:
891C0360CACC6BA3E09EDDFF162D33C108CA4C75

Building to Point C:
0F4DDDF39FF871943B8007CAFD351F33CBA73A89


Point C:
A1E2A71C4804A7FA593C569B47426ADA856BE652

Point D:
73A66B3E3732D253E94C68FE6133001AC6D9D3F7

Point D Back Area:
CF2197E509C9A62F13E60FB662D1C50A5F375095

Final Cap:
7D63FE8ACC1DC898484B37D181DEA36D7293521F
Author
Illius
Downloads
2,091
Views
2,091
First release
Last update
Category
Payload

Latest updates

  1. Massive Change to D

    So D was having a lot of problems, mostly that RED's spawn was basically in the middle of it. This change should hopefully control flow of combat better, as well as prevent RED from having full area control. Changed D to be multi-level...
  2. Some Route Changes

    Last playtest worked out nice, with pretty even matches, though D often was decided by a steamroll by either side. Which, granted that means both sides could win, it made teams have to force everything into a single push, so hopefully these...
  3. RED Buffs

    Well, last update crippled RED a tad too much, so hopefully these changes help: Shortened walk to field from RED Second Spawn Extended actual spawn room to the full walkway These mean RED takes less distance to arrive, and has cover. Added...