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Suspension Bridge A1.2

The water is almost as troubled as the land above it!

Trying my hand at another map project. Payload this time, since I enjoy mapping for that gamemode over any others.

It is, or will be, fairly large, but dense enough that the issue of scale is nullified. The centerpiece being a large suspension bridge over some murky water. The payload begins its life up a small tunnel and across a storage yard in a quaint shed. From there it moves windingly through a structure and around some storage containers to the first point at the mouth of the tunnel. Then, it snakes around and under the bridge which is strewn with decrepit vehicles -and even a crashed bomber!- towards the second control point guarded with a wooden shack hastily constructed by RED as a final line of defense. Then the payload moves further into a small depot before entering a large structure. Inside the structure's high ceilings RED makes their final stand around the strange hatch in the floor that is the BLU cart's final destination.

The size of this map greatly favors large player counts and stalwart holds for every inch of rail. BLU should have to pay for every inch, and should be kept from snowballing at all costs!
Author
I Darkstar X
Downloads
980
Views
980
First release
Last update
Category
Payload

More downloads from I Darkstar X

Latest updates

  1. A Little Less Boxy

    -Adjusted ceilings in the final point area to make the area feel less like a box. Society does enough of that already. -Flipped the stairs at the start of the final area around again. Hopefully that is significant. -Modified the front end of...
  2. Four Bugs to Kill

    -The Bridge triggers that let RED pass back and forth between the two buildings now do not go away when the point flips. Though realistically you could just smash the glass and escape. -The cart no longer rolls forward at the last point where it...
  3. Now With a Whopping FOUR Points!

    The map now has four control points! That's really about it. Yep. No puns today.

Latest reviews

Being 100% honest here, the map is a mess. Looking at everything before A, blue spawn is a cramped mess, the buildings off to the side are really janky, with it not adding anything to the map. The delays in the path aren't exciting, and the crates around there are just annoying to deal with. Past that, it's just Prop Spam: The Map. Rework everything, and focus on using brushes more (You can't make props into a layout). Also, please listen to feedback more. I've left multiple paragraphs with small fixes, and you ignored the important ones. I'm sorry, but it's just not fun
I Darkstar X
I Darkstar X
I did not ignore anything, and I truly apologize if it seems I did. Unless my count is wrong, the only fix I did not implement in PA2 is redoing the bridge, which is a monumental task compared to adding a few props to indicate a clip or deleting objects. And I do intend to change it.

Again, I am sorry if it seems like I ignored your suggestions. I appreciate your comments greatly, they really help me get better.