PL Logging

Jolly

L1: Registered
Jun 7, 2009
26
1
pl_logging_b3

Time for Logging?

pl_logging
custom Payload map by Jolly


I started working with this costum project back in june and after some work it looked like the 2 first screen shots.

Well not the most orginal map ever, but it was a start. ;)

After a lot of work in the summer vacation and in some of my spare time after school it has evolved to what is on the rest of the screen shots.
This looks better, but the map still need alot to be done, for example is a
part of the map still in a gray developer sketch, But it is playable.

It has the size of the first stage of Goldrush.

Now I would like to hear your opinion? Is it too dark? Is it too tight? You think this could be something people would like?
Please leave a comment.


Credits for custom content for now goes to:

Payload model---> Nova Silisko

Rock texture-----> Void

Skybox texture--> Hellfire

Thanks :)
 
Last edited:

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
Is this going to be multistage? It looks really pretty and the end looks quite interesting to play on with that gorge thing

Some more ingame photos would be great, it's hard to tell how it would play from these photos alone :)
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
Gamedays are on Wednesdays and Fridays. The submission thread for Wednesday's isn't up yet! -But it should be up tomorrow or Monday. - I'm guessing this one will be US, because last Friday's was US and they switch between EU and US.
 

RaVaGe

aa
Jun 23, 2010
733
1,210
You have a good brushwork here, but everything is too right, especially your RED spawn. Try to break the sightlines with some recesses.

d88de46b4f19c466bcb7779d3db62.jpg
 

Whated

L2: Junior Member
Jul 23, 2010
89
26
Im totally gonna be on the gameday when this is played. I like your brushwork and detailing. Just, Fucking, Amazing
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
I've seen you have in your map a few places that the cart rolls down when you don't push it. You better mark this areas (with hazard strips) so that people would know they're there.
Other than that the map looks amazing!
Keep up the great work, hope it plays as it looks!
 

Moose

L6: Sharp Member
Nov 4, 2009
312
616
almost every screenshot you show makes the map look incredibly flat, almost no height variation at all other than a tree stump or something. I do think picture 5 looks fun, though. You might want to raise the displacements around cart's platform in pic 5, it looks too high to just walk up as it is.
 

Jolly

L1: Registered
Jun 7, 2009
26
1
almost every screenshot you show makes the map look incredibly flat, almost no height variation at all other than a tree stump or something. I do think picture 5 looks fun, though. You might want to raise the displacements around cart's platform in pic 5, it looks too high to just walk up as it is.

Actually the map has is very departed up in layers/depths to give the players a more expanded game play but yes the screenshots doesn’t show it quite well. Ill be replacing the 2 first screenshots with some more gameplay-showing ones ;)
Thanks.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
We stormed this as BLU today. Even as RED we managed to hold off the assault at CP1 for ages but then it was clear sailing for BLU to CP2. Incredibly difficult to bulwark anywhere other than behind CP1.

RaVage, that isn't a sightline that gets used. It's the spawn area. Jolly, don't move the spawn further back like that, it's hard enough as RED as it is.

RED needs some positions of height to defend from at CP2, especially on the left flank of their spawn.

CP1 is fine, although one of the gates is a little far out, allowing initial ubers to storm CP1 before the cart even leaves base.

The map was fun to play though, really good for buff banner, but i suppose most payloads are because people group together more.

Just sort out some defencive positions for RED after CP1.