arise

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
pl_arise_a16

pl_arise focuses on the cart moving upwards to destroy RED's explosive hub, passing through various locations of RED on the way. Some control points give RED access to the point, from behind, before the point si captured, so BLU must watch their backs.

BLU must push the cart to the final cap point to blow up RED's explosive storage. The bomb will blow up after a set time, so you must capture the points along the way to add more time to the bomb and keep it ticking to the final point.
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Agentkid

L1: Registered
Feb 27, 2009
45
15
hl2 model log pile
but WOW this map looks amazing GOOD JOB :)
 
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J4CK8

L11: Posh Member
Mar 4, 2009
820
243
hl2 model log pile
but WOW this map looks amazing GOOD JOB :)

Oops, swear they were in the tf2 directory. But still, the concrete blocks are hl2 props but they sort of fit in with tf2.

EDIT: They are in the tf2 directory.
TF models/props_forest/sawmill_logs.mdl
 
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J4CK8

L11: Posh Member
Mar 4, 2009
820
243
-Updated to A5-

Can't get any testing done until gameday tomorow, so I apprecaite anyone looking around and suggesting changes etc that might be needed. Especialy around the first cap and BLU spawn-is it too small? Does it need more space etc.
 

RedWatch

L1: Registered
Sep 8, 2009
18
2
Looks pretty awesome.
 

h3r1n6

L4: Comfortable Member
Sep 7, 2009
158
95
On gameday there was a discussion about the last point being hard to hold. I think that is fine. The last point should definately be the hardest, and it is winnable.

The biggest problem I saw though, was that in every round, there would be a fight at the start of the map, where the red team set up. Then the blue team would push it without much effort up until the last point, raping everything on the way, mainly since red can't reinforce fast enough I guess.
Then the fight would be around if blu can push to the last point or not. Red needs a way to fight back for points 2 and 3. I think you asked if the time limits were too long. They won't be too long, if there is a fight for every point.

It is kind of similar to Goldrush stage 3, where I rarely see actual fights over point 2 and 3, usualy just for 1 and 4. Badwater does this really well imho, so you might want to take a look at how reinforcement is handled there.
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
On gameday there was a discussion about the last point being hard to hold. I think that is fine. The last point should definately be the hardest, and it is winnable.

The biggest problem I saw though, was that in every round, there would be a fight at the start of the map, where the red team set up. Then the blue team would push it without much effort up until the last point, raping everything on the way, mainly since red can't reinforce fast enough I guess.
Then the fight would be around if blu can push to the last point or not. Red needs a way to fight back for points 2 and 3. I think you asked if the time limits were too long. They won't be too long, if there is a fight for every point.

It is kind of similar to Goldrush stage 3, where I rarely see actual fights over point 2 and 3, usualy just for 1 and 4. Badwater does this really well imho, so you might want to take a look at how reinforcement is handled there.

Thanks. I think it was mainly down to respawn times too, as I'm sure red ended up with around 20second respawn at some points. I have currently done more work on cap 2 so it should hopefully be easier to defend. I was also planning on added some extra setup time.
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
I really like the use of the bridge, reminds me of cashworks. In a good way. :p

Good good. I knew it would start to look like Cashworks if I wasn't too careful which is why I went for the industrial bridge, rather than 2fort.
 
Dec 25, 2007
566
439
This kept crashing during the gameday today. Do you have an info_observer_point with team Any? A lack of that sometimes causes crashes.
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
This kept crashing during the gameday today. Do you have an info_observer_point with team Any? A lack of that sometimes causes crashes.

Yeah, I have several observer points. I have a feeling the crash is linked with the 5th cap point and the HUD not liking it...