Descent

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
This is my first payload map. I plan on taking a lot of time on it and not think about rushing anything in the least bit. My goal(s) for this map are:

1) To make this the most fun payload map EVER.
2) Have a replay value unlike any other cause of all the different strategies that can be setup and countered.
3) Making sure everyone is happy with what they see and how it plays.

I plan on taking no less than 6 months on this project, if need be to take longer than I will do so. But I will keep you all updated along the line. =) Instead of making a new blog posting though with every minor detail I do, I'll take a little bit of time between them and show you major improvements. Or at least that's what I'm thinking right now.
 
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Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
1. More screenies! You can never have enough screenies!

2. From the first shot it looks like moving into the mine area might cause some 'squishing' or whatever you'd like to call it, when a player on the side of the cart might get stuck against a wall or some other similar situation, which I always hate when it happens to me. I would be wary of such areas, because they are very annoying.

3. Looks good so far, how many stages?

4. You probably won't be able to make everyone happy, but good luck with that anyway.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
It's gonna be a single stage payload, the track is around or actually a little shorter than your average single stage payload map. The reason for this is cause I want to make sure that there is battle going on the whole time and not really any dead spots. So there will be plenty of shortcuts(but not to many). Also it's going to be quite simple yet very unique at the same time.
 

Peterm

Banned
Jun 1, 2009
171
8
more screenshots and looks slightly blocky at areas but mayeb thats good i dunno
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
It's in a1 stage... the whole map isn't even completed yet, just the parts that i have shown. So it's gonna be blocky for a while till I can displace everything.
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Looks real nice to me. Love the atmosphere.
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
Looks really nice so far, a good use of space. However, I fear your goals are a little extreme. Your first map and you want to create a more fun payload map than Valve's own Badwater? That's an interesting challenge :)

But it looks nice, I'll keep an eye on this
 

pl

L5: Dapper Member
Mar 6, 2009
248
55
Looks like a nice setting, even for a dev-textured release. I think you're going to have quite a challenge if you're aiming to make it the BEST payload map ever ;)
But it looks very impressive for a first map!
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Yea actually it is, but I have been hard at work on a good looking skybox for pl_pharaoh. It's almost ready to be put up for a gameday RC testing. Excalibuur is the main maker of the map, and I've been helping him with many of the technical aspects of his map. Once we are done with that then I'll start progress on this one again. But it is not forgot about at all. :)
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
I LIKE your lighting!

Ambitious goals, no? :p

Anyway, I'm excited! When can we expect alpha testing?
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Alpha testing.. Hmm... Alpha 1 "MIGHT" and that's a big might, be done around... the beginning of november. But things will definitely pick up after fine tuning this current map is done.
 

andriod

L1: Registered
Nov 20, 2009
7
0
Your influence rose.

I really like this, its verry nice and i love all those rocks. Just release it as it is :D i would play it
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
BOOM! Okay, I have been doing some revising and I know it's been like... 7..8 months? Since I have made and update on here. But I finally have. Basically what I had found out with the first version of this that it was much to narrow and the track backtracking on itself is not such a good idea as many skilled players will definitely take advantage of this. So what I am doing is taking this very slowly, asking a lot of my tf2 friends what they think of how this would work out and so on.

I have taken 3 new screenshots(grant it they might not look great) to give you a clue of what I am going for in this remake. I'm gonna try to open things up a bit more, and make it a little more class friendly in some aspects(ex: rocks to hope over or ledges to jump on) alcoves to take cover/ambush points for spies and so on.

Let me know if you think this one is getting off to the right track. I'm gonna be using pretty much the same stuff from the original screenshots, just reworking it a bit to fit in how I need it to.

pl_descent_a1v2-3.png


pl_descent_a1v2-2.png


pl_descent_a1v2-1.png