- Apr 22, 2009
- 110
- 33
Been really wanting to make a payload map. I had a few loose ideas for points/stages in my head, so started getting them down.
This will be a multi-stage payload map. 3 stages of 2 points each. So far I have 4 of the 6 points/areas thought out. Still chasing those remaining 2 :O
I've pretty much finished blocking in Stage 1. Don't really know what style I'll go for with it. I basically think of it like "Gold Rush meets Gravel Pit" play-wise, so that might be the direction I go with with the theme.
The first point goes through a chokepoint that Red can set up at. But the entire building can be flanked on the lower side, which is the main battle area. Things I wanted to focus on were fun areas for scout and soldier, jumping around above the battlefield a lot.
Once point 1 is capped, a number of gates open. The second point's area is much tighter, with each team having good height advantage over the cart. A mineshaft gives spies, scouts and pyros good opportunities to get behind the frontline of the enemy and deliver some fatal blows.
That's about it, so far.
This will be a multi-stage payload map. 3 stages of 2 points each. So far I have 4 of the 6 points/areas thought out. Still chasing those remaining 2 :O
I've pretty much finished blocking in Stage 1. Don't really know what style I'll go for with it. I basically think of it like "Gold Rush meets Gravel Pit" play-wise, so that might be the direction I go with with the theme.
The first point goes through a chokepoint that Red can set up at. But the entire building can be flanked on the lower side, which is the main battle area. Things I wanted to focus on were fun areas for scout and soldier, jumping around above the battlefield a lot.
Once point 1 is capped, a number of gates open. The second point's area is much tighter, with each team having good height advantage over the cart. A mineshaft gives spies, scouts and pyros good opportunities to get behind the frontline of the enemy and deliver some fatal blows.
That's about it, so far.
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