pl_waste

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Decompile it and change the qc file, but then you need to pakrat that in as it will really be a new model.
 

Icarus

aa
Sep 10, 2008
2,245
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I think I said it the wrong way. I meant I want to open up the areas more. Just a tad.
 

Icarus

aa
Sep 10, 2008
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pl_smog_a20004.jpg


Changes for Alpha 2:
-Removed cart "ownership" system
-Enlarged Cap 2/4 areas
-Replaced Sewer props with brushes
-Moved final forward spawn towards last point
-Added more healthpacks

Download from TF2Maps

I'll put this up for gameday on the coming sunday. I hope you all have fun with this!
 
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Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
I thought I'd mentioned this before, but I can't seem to find where I posted it. The merging of different types of gamplay in this map is really exciting. I love the evolving nature of the battlefield as it revolves around the cart in a payload map, but I also enjoy the back-and-forth of 5 point cp maps. Here the combination of the two promises to create a really fun gameplay style that, in my opinion combines the best of both worlds - something that I mentioned on my blog today. I keep missing gameday, but I'm hoping to get a chance to play this one soon.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Cool concpet with 2 way cart, was fun to play. For some reason we (red) kept losing.

Never gotta play blu but it seems like they always came out of a top spawn and red came out bottom. Not sure if both sides are the same, they seem like it in layout.
I got there late so I was just learning layout.

Inside areas for PL was cool.

It seems like good gameplay but has a long way to go with details so I'm sure it'll only get better.
 

Icarus

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Sep 10, 2008
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Well I invited some friends, and they like to play with each other.

Unfortunately for team balance, they are all very good at the game.

:D

The gameday was fantastic! The map played out very well (albeit a few bugs) and everybody enjoyed it! :)

I believe I'm finished with the bulk of the layout, and I'm going to start detailing now.
 
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Icarus

aa
Sep 10, 2008
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I've just begun detailing (yes, I'm not making an orange map).

Here are some pics of the [nearly finished] central courtyard.
pl_smog_a30000.jpg

pl_smog_a30003.jpg

pl_smog_a30001.jpg

pl_smog_a30002.jpg


Still looks a bit plain, though. I'm not finished yet.

The gameplay changes I've made in this area are:
-removed area under the bridge
-added short barriers for cap area
-moved the pickups onto the alternate paths to encourage more use of it.

pl_smog_a30005.jpg


Oh yes, and all the bugs from the a2 playtesting have been fixed <3

Map Beta ETA 3 weeks?
 
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ProfFiendish

L2: Junior Member
Nov 15, 2008
95
10
I was so surprised a couple weeks ago when I found this map, because I had come up with the linear payload idea myself seperately! Looks brilliant so far.

The lightmap shadows seem too distinct IMHO. After all, the whole point of the map is pollution and haziness, right? You might want to try playing with the SunSpreadAngle in the light_environment entity.
 

Icarus

aa
Sep 10, 2008
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Wasn't aware I could do that. Thanks! I'll probably tone down the brightness, too. Probably throw in some cool color correction as well.
 
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Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Looks great. Much better than the dev tex :)

I think closing off under the bridge was a really good idea. Coming out of those doors and facing the other team was a bit overwhelming during gameday.

The only thing I think I would change is the position of the decal/speaker on the red building.
The speaker throws a shadow on the logo, they look kindof squished together. A little breathing room would be cleaner.
 

Icarus

aa
Sep 10, 2008
2,245
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Hurray for progress!

Main Entrance
pl_smog_a30006.jpg


RED Forward Spawn #2
pl_smog_a30008.jpg


Prop Room
pl_smog_a30009.jpg

pl_smog_a30011.jpg


It will look better once I put up a real 3D skybox and real cubemaps
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Ooh, those screens are excellent. Hits the nail on the head with the pollution theme.
 

Icarus

aa
Sep 10, 2008
2,245
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Totally KICKASS!

I sent VALVe an email a couple of days ago, and they've already filled my request!

A Neutral CP texture! Yayyyyyy!!!
pl_smog_a30012.jpg
 

Icarus

aa
Sep 10, 2008
2,245
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Detailing is roughly 50% complete. I just finished touching up BLU's entrance, and made RED's Entrance.

I was ashamed of what the pseudo-neutral building looked liek before, which is why none of my other screenshots showed it. I added some sex to it and now it is something I can be proud of.
pl_smog_a40000.jpg

pl_smog_a40003.jpg


And of course, Red Shed Distillery (Note: No Skybox made yet)
pl_smog_a40004.jpg

pl_smog_a40002.jpg
 
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RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
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*wowed* This is looking awesome! I can't wait till it's 100% finished so I can play what seems to be another great payload map.