• Center Save Changes Reset

Precipice Event 01-01-19

A single-stage Payload map based around the transportation of a well of evil souls.

  1. TanookiSuit3
    Precipice is a single-stage Payload map with an emphasis on vertical combat contrasted with quick CQC spaces. Precipice takes place in an abandoned mill built at the edge of a chasm. Blu is tasked with the objective of pushing a cauldron containing a mysterious and evil potion which Red must defend from reaching its final destination: A well of evil souls waiting to be unleashed.

    Perhaps the mill isn’t here by coincidence after all...

    Precipice is a pretty old map me and my buddy The Horse Strangler have worked on. I’ve wanted to get back to this map after we put so much work into it. Precipice was always a Halloween themed map, and we figured we’d try and get this out at a reasonable spot before October.

    We’ve done a lot of testing on the map prior, but it’s gotten a lot of attention lately, especially coming back to it with fresh, wiser eyes.

    We’re currently on iteration V3. The map is in a pretty good state to release as is, but we want to hammer down some solid playtest feedback on it before we do.


    1. hl2_2019-07-10_16-38-39.jpg
    2. hl2_2019-07-10_16-38-58.jpg
    3. hl2_2019-07-10_16-39-12.jpg
    4. hl2_2019-07-10_16-39-23.jpg
    5. hl2_2019-07-10_20-56-49.jpg
    6. hl2_2019-07-10_20-57-08.jpg
    7. hl2_2019-07-10_20-57-22.jpg
    8. hl2_2019-07-10_20-57-35.jpg
    9. hl2_2019-07-10_20-57-48.jpg
    10. hl2_2019-07-10_20-58-34.jpg
    11. hl2_2019-07-10_20-58-49.jpg

Recent Updates

  1. Super Final Version
  2. Lowered file size
  3. Actual change

Recent Reviews

  1. Anonymous
    Version: 01-01-19
    I enjoyed playing this during the Halloween event.
  2. pk.pseudo
    Version: 01-01-19
    Sadly, for me and a lot of other players, this map just feels like one big choke-point to last. There's a lot of stuff that I'd see and just scratch my head at and wonder "why did they do that?" Active flanks that BLU can utilize to counter choke-points and the amount of actual playing space is minimal, and it feels like the only way to combat an area is to opt for spam all the way (which is absolutely not fun to play against.) There were also plenty of stuff such as rooms only utilized for ghosts to spawn from and bizarre pick-up placement that plagued this map and just didn't make it fun to play in the slightest. However, some of the effects that the payload gives off (the healing aura, vortex, etc) is a nice idea and visually really stellar. It's just a shame that the playing space given to players isn't as nice as some of the visuals. I'm saddened that I have to give this map such a bad rating but it needs a lot of work.