Blobload

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
Goldnight

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Last edited:

nik

L12: Fabulous Member
Aug 14, 2009
987
564
You are on a ROLL.

Why is it ":(" that you made a payload map? looks great!
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
You are on a ROLL.

Why is it ":(" that you made a payload map? looks great!

Too many bugs/ errors. All those little things that are easy to fix, but take so much time.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Blob has some (mental) problems but I'm fixing them. :)
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
Updated thread:
Added download link.
Updated lighting. (not in screen shots)
 

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
Rawr lag
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Some parts of this are way too large, particularly the section after the first right-turn from BLU's spawn.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
I enjoyed dis map, is not bad map, is good map. :D

Area 1 was fine I think, maybe it is a little too big, but I thought it was fine. The first capture point is also good, but there is only 1 way through it. Maybe add another route here:
pl_blobload_a0a0004.jpg

Starting at the right side of the building, going in the building, and ending somewhere at the cp (so in the middle).
This could also be used as a little shortcut for attacking cp 2, which didn't seem to be too hard too defend.
I also first didn't notice the higher route for attacking the area before CP2 and CP2. You might want to make the route a little more obvious. :) If you don't get what route I mean, the one in this brown building:
pl_blobload_a0a0001.jpg


The area before CP3 and CP3 was fine I think, but we didn't play CP 3 and CP 4 enough to know if they were good or not. :) I think CP4 was a little hard too defend, , the spawn was also right behind the point but in an open place where you couldn't find a lot of cover. So you might want to fill up the area of CP4 a bit, in favor of RED. :)

Oooh and also, these boxes were non solid. :)
pl_blobload_a0a0000.jpg
 
Sep 1, 2009
573
323
Yeah the boxes around the first area where no solid, and it feels a bit overscaled in some places. However overall the map was enjoyable and fun to play though, I even managed to get some impossible shots with the huntsman which i was always bad with.
 
Sep 1, 2009
573
323
There is a nodraw bug on the stairs near the final point.

[finding the image]
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Map was an odd mix of large, open spaces and narrow chokes.

The area out of blu spawn is weird, you have a side area that isn't doing much other than being there, because the cart is on the other side of a big cliff, and that side is closer to the point, which is closer to the enemies... it's an interesting space for gameplay (more interesting than the plain hill that goes up to the first point) but there's little to no reason to be over there. And because that space isn't being utilized, all the gameplay is focused on that corner before the point, turning it into a spammy mess.

Then you have another large, squared area that's open but broken up with rocks, and again you've got some more gameplay spaces that there's not much reason to use, because the cart is elsewhere and the space is large enough to not want to walk away from the cart. Overall, uninspiring rectangular spaces with chokes at the points.

The final point is just awkward to play, you go from large open outdoor areas to a tight, corridor filled final point with an awkward turn, easily campable spawns, and very little variation. Our team just sat on the cart and won with little opposition, no need to utilize and of the side routes to get an advantage or anything.
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249

Thanks Nine, I'm not sure what to do with the "uninspiring rectangular spaces with chokes at the points." and the "spammy mess."

I appreciate you taking the time to post, I'll work something out.