Down Under

PL Down Under b19

Spookarma

L1: Registered
Jul 24, 2022
4
0
HI! Hopefully this is a good place to offer feedback for this map. I really enjoyed most of it, but I think the second point in the first stage was too hard to get through, neither team was able to push through despite how fast they were going at the beginning. I think one of the issues was a spot at the other side of the map where it was very easy for snipers to shoot you just after leaving spawn, as well as the amount of walls there that made it easy for demomen and engineers to camp and keep killing people from both teams.
Other than that, it was a very neat map, loved the posters, the van and most of it was very fun to play.
 

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,022
1,331

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,022
1,331
MegapiemanPHD updated Down Under with a new update entry:

Now that the bots are gone, I was able to finish all my Merc Park contracts :D

-wrangled some sightlines on stage 3
-fixed some seams throughout the map
-clipping changes
-lighting changes
-added new jump pad for red to quickly get to high ground at Stage 3 B
-adjusted health and ammo placements
-increased cap zone brush size for cart
-increased cart dispenser brush to match
-shrunk cart payload collision brush to attempt to help avoid anyone getting stuck in it

Read the rest of this update entry...
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,022
1,331
MegapiemanPHD updated Down Under with a new update entry:

Someone open a window

STAGE 1
-raised land bridge
-adjusted health and ammo placement throughout
-moved light by A to make more space under the bridge
-raised containers
-added cover under land bridge
-added cover between blu spawn and land bridge far route
-detailing
-added jump path to the top of fence between blu spawn and A
-seam fixes
-turned useless behind the fence path into some blu highground heading to A

STAGE 2
-adjusted angled high ground by A to be an overhang
-moved door leading to that area from...

Read the rest of this update entry...
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,022
1,331
MegapiemanPHD updated Down Under with a new update entry:

Pants

OVERALL
-clipping fixes
-probably other stuff I don't remember

STAGE 1
-improved lighting in blu spawn
-adjusted textures to give blu more of a presence
-enlarged tunnel by last
-seam fixes
-tried to make the land bridge look more natural

STAGE 2
-adjusted low route by A under overhang to push blu together more in one spot in an attempt to make A holdable
-blocked sightlines and closed in areas at B to try and make it easier for red to hold

STAGE 3
-closed off upper roll up door path to A...

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,022
1,331
MegapiemanPHD updated Down Under with a new update entry:

The Gantlet

STAGE 1
-added more resupply lockers to blu spawn
-fixed seams
-blocked off top of open container
-lowered A prop collision to help with going under the A bridge
-added ignite_arrows to the grill
-expanded one way door high ground
-adjusted cover at B
-pushed B forward in hopes of making it easier to cap

STAGE 2
-added wooden path at B
-moved door to red upper area at B

STAGE 3
-fixed some dark lighting
-fixed some weird lighting
-removed red high ground health and ammo at last
-checked...

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MM1011

L1: Registered
Apr 15, 2023
44
18
We had the cart get in an ummovable state at the beginning of Stage 2. Popping on and off it wouldn't fix it, the stage just started with it being locked.
 

MN_

Bug Finder
Jul 23, 2024
21
15
Some minor bugs that i found when I was bored :3

  • Lots of small ledges players can stand on near the larger clip brushes (I just suggest trying fixing as much as you can find but there's to many to take a picture of)
  • Third stage, for the first red respawn room the spawn room trigger is extended outside of it thus allowing players to switch loadouts to instantly teleport into spawn or teleport players to the second respawn room just by touching the wall
  • Third stage, same thing but in the back exit of the first spawn
  • Third stage, in RED's second spawn you can build in this small area
  • Third stage, there's a long ledge you can walk on right above the final payload checkpoint
  • Third stage, on the right exit of BLU's respawn room the rock right above it can be seen through (not really a problem tbh)
  • Second stage, in the cave there's a opening (oob area) which can be rocket jumped into which can be abused
  • Second stage, near the first point you can get on top of this roof that was not completely clipped off
  • Second stage, near the first point you can get on top of this opening in the building that was not completely clipped off
  • Second stage, outside the right exit of BLU's spawn there are these weird windows... yeah anyway
  • Second stage, BLU players can jump into these windows outside thier spawn and change classes/loadout to instantly teleport into their spawn
  • Second stage, in BLU spawn you can build in this little area due to the spawn room trigger not covering it
  • First stage, these windows above the final point can be walked on
  • First stage, RED players can jump into these windows outside their spawn and change classes/loadout to instantly teleport into their spawn
  • First stage, unlike all the other ledges in this small area this one isn't clipped off
  • First stage, these 2 roof above BLU's spawn can be walked because they weren't clipped off completely
  • First stage, BLU players can walk against the walk near this exit at spawn and change classes/loadout to instantly teleport into their spawn
  • First stage, BLU players can walk against the walk near the front exit at spawn and change classes/loadout to instantly teleport into their spawn
  • First stage, BLU players can jump into these windows outside their spawn and change classes/loadout to instantly teleport into their spawn
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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,022
1,331
MegapiemanPHD updated Down Under with a new update entry:

Streets of New York

Overall
-Lighting changes
-Fog changes
-Detail changes (mostly foliage and rocks)

STAGE 1
-changed 1 way door to be less awkward
-adjusted geometry around last to fit new 1 way door and attempt to be more interesting
-added opening and closing doors to adjust access to a left route to last for blu

STAGE 2
-moved around some cover and paths in the cave at last

STAGE 3
-detail changes
-removed lower staircase from red final spawn to last
-removed closing door from lower red final spawn...

Read the rest of this update entry...
 

MM1011

L1: Registered
Apr 15, 2023
44
18
We've done a lot of playthroughs on this map with between 20 and 40 players on b15s, and we have some consistent points of friction.

Firstly, one of the neat things, I think, about the map is that Blue doesn't generally have great forward sentry spots, and Red generally has a lot of flanking potential. The stages also generally have long-ish walks to the final point. This puts an emphasis on good, active Engineering on Blue which is a nice change of pace.

However, this aspect is overall frustrating on stage 3, final point. There's just not a good way to secure Blue's left flank, between the multiple routes available to Red, Demo's indirect fire capabilities, and the closeness of Red's spawn. Combined with the long-ish walk from Blue spawn and the outward pressure from the defense of the point itself, Blue is often being sandwiched before or even during an attack with what feels like no good way to answer it.

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Secondly, stage two, final point has been where most offenses end. Even particularly good offenses stall on the last few feet, for whatever reason. One problem is that it is critical that Blue takes advantage of the underwater flank, but even after a lot of time spent on this exact point, most players do not know it exists. I think it would be an improvement to make this path much more obvious to Blue, even if it's just slapping a giant arrow over the tunnel helping people know it exists.

Additionally, because the capture area is so narrow, and because the cart is excellent cover for both teams, it really is difficult to get those final few feet in. It's generally more frustrating than fun to dislodge a RED person nestled in between the cart and the cover of the "cart elevator". I feel like at a certain point if both teams are touching the cart it's hard to actually get around the cart and into that space? Making it a bit wider, even asymmetrically on the Blue side, might be nice. The key takeaway I have is that whenever the cart starts helping RED more than BLUE, it is a uniquely frustrating feeling.