Highwind

bob+M|M+

L6: Sharp Member
Mar 31, 2008
346
394
Map Name: plr_highwind
Author: bob+M|M+
Email: tsasaobao@gmail.com

Current Version: a5

Highwind is a single stage payload race map. Deliver as many bombs to the other side as you can!

suggested server config:
mp_maxrounds 1 = 3 cart captures.
mp_timelimit 0

Special thanks
tf2maps.net swamp team - railings
TotalMark - cobble texture
A Boojum Snark - plr gametype prefab
the onion
 
Last edited:

captainAngry

L420: High Member
Feb 1, 2009
434
247
I reall like this map. It took people a little while to realize why there was a minute+ of setup time but by the end we were able to hold the cart for a good amount of time with a few well placed SGs. There were lots of good places to build but there isn't any one place that is overpowered.

The track may be a little small but the play area in the last area felt right. If I were you I would split the map where the river is and develop the middle area more, but leave the last area intact.

I also noticed that if you stood in exactly the right spot you could build on the cab of the truck. I might be a strange request but it would be sweet if you made it so it was easier to build there.


 

taraph75

L1: Registered
Apr 23, 2009
48
10
Hey Bob, We playtested your map on #7 last night. It was one of the last maps and I think I was getting tired so I didn't write a lot of notes. lol But, what I did write:

-good that the last point was sort of enclosed because it makes it harder to spawn camp and push at the same time (most plr maps you have to spawn camp, but it's so easy to do so with the cap right there). I think people can take some notes from this of how to make it just a tad harder to defend and push the cart to the last point.
-There were comments that they didn't know what the side room was for (one team can drop down and flank the other team) but I think once the playtest started, it was seen as a valuable flanking route with just enough power to help but not too much.
-It was a small map, but it played out for some time, which I think means it's pretty balanced.
-Engineers were useful, snipers were useful, spies were useful, pyros had their place (mostly towards the center of the map IIRC), etc. Seemed like all classes could be utilized.

http://www.tf2newbs.com/maprate/index.php?sort=name

http://www.tf2newbs.com/maprate/index.php?sort=name
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Sounds like something Mangy would make. I like the game idea.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
I love how cheery and uplifting the aesthetics are.

But I'm not liking the sandbox nature of the game mode. Perhaps you could put a capture limit or something on there, like CTF (first to 3?), so the map wouldn't feel like it lasts forever and players have an active goal to work towards. Additionally, the breaks in between rounds would have a strong positive effect on the map.
 
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Feb 17, 2009
1,165
376
Medieval map? In my Team Fortress? Ok, why the hell not. I mean it looks great. Hope it plays as good to. :)
 

Tinker

aa
Oct 30, 2008
672
334
ZeldaWindWakerScreenshot.jpg


Reminds me of Windfall Island. Looking great!
 

Drexen

L2: Junior Member
Dec 16, 2008
87
15
HAH, looks way better than the last time i saw it, probably because there was no detialing.

I do love the look of the map, it sounded weird when you first told me what the detail was going to be like :)

Very nice work
 

Tinker

aa
Oct 30, 2008
672
334
I love how cheery and uplifting the aesthetics are.

But I'm not liking the sandbox nature of the game mode. Perhaps you could put a capture limit or something on there, like CTF (first to 3?), so the map wouldn't feel like it lasts forever and players have an active goal to work towards. Additionally, the breaks in between rounds would have a strong positive effect on the map.

This, or have it be "most points in 10/15 minutes". That way, people at least get a break to catch up.
 

bob+M|M+

L6: Sharp Member
Mar 31, 2008
346
394
It plays awesome, but it doesn't end.

I need some advice on this. Let me explain my entity setup. The cart path is a loop that never actually triggers the capture zone of the cart, but instead adds a +1 game_score for everytime it completes the loop. I had to do this, because if the capture zone was actually captured, then the cart couldn't loop again.



I love how cheery and uplifting the aesthetics are.

But I'm not liking the sandbox nature of the game mode. Perhaps you could put a capture limit or something on there, like CTF (first to 3?), so the map wouldn't feel like it lasts forever and players have an active goal to work towards. Additionally, the breaks in between rounds would have a strong positive effect on the map.

I like this idea, but having some trouble with the entity setup due to the score being triggered by game_score.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
I need some advice on this. Let me explain my entity setup. The cart path is a loop that never actually triggers the capture zone of the cart, but instead adds a +1 game_score for everytime it completes the loop. I had to do this, because if the capture zone was actually captured, then the cart couldn't loop again.

What I was trying to say was that once overtime ends, the game continues.
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
Just use a math_counter to determine when people win if you do it.

The main thing about this is that on the timer end we were stuck in infinite overtime. I suggest you edit your map for future editions by having the looping sections where they add a point to respective math_counters and trigger a win based on it at the round_end.

But otherwise I have to say this map was INSANELY fun. The theme was very refreshing, and was just calm and sensual. If you get that overtime bug fixed I think I'd recommend this map to most servers I play on, perhaps more than the other maps in the competition. Why? Because this map just has perfect flow and fun gameplay.
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
logic_auto -> OnMapSpawn -> tf_gamerules -> SetStalemateOnTimelimit -> 1

That could work for a temporary fix, but I think he might want the team who caps more in the time to actually.. win instead of stalemate! XD