Vulcan

Coren

L1: Registered
Jul 22, 2010
11
1
pl_vulcan is a payload map with a twist.

This is my first TF2 map attempt, and as I usually do I ended up biting up a mouthful (though hopefully no more than I can eventually chew). Be gentle, I probably made every newbie mistake in the book.

The twist: the volcano is defended by invulnerable sentries (though they can run out of ammo if not refilled by an engie). There is a control point (the Caldera Reactor Unmanned Defenses) off the track that control which team the sentries side with -- this is a serious tactical advantage forcing the teams to make tough decision about where to expend their efforts. Having the opposing team take control of the C.R.U.D. cuts off many routes around the map.

The sentries are upgradable, but that's a difficult gamble: while this gives you a bigger advantage while you control them, you pay the price should you lose control. A crafty spy can sap the hard-to-reach sentries, though that will disable them without destroying them.

The intent is that the payload is _winnable_ even with the turrets on the defending team -- though of course that would be much harder.

The track winds around and up, and through the volcano cone, giving lots of elevation differences to play with for both teams.

Beware the lava!

Things that I know are not yet done:

  • Details. Only rough art is in yet, including such quaint details as pure australium catwalks that just float!
  • Signage. Right now, navigating is hard unless you know the map.
  • Some pathways could use doors. I haven't yet figured out where would be best.
  • Balance.

Things that do work:

  • The actual gameplay (but see caveat below)

The caveat:

I haven't figured out a way to have the C.R.U.D. control point show in any meaningful way. The UI doesn't seem to know better than to show it as a train capture that doesn't actually advance the payload. Darn. I'll probably need to play deeper in modland.
 
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about 20 ninjas

L1: Registered
Feb 1, 2010
44
7
Looks like an interesting start, but those are some crazy sightlines. You've got some elevation in there, but the direct sightlines should be broken up a bit. Some longer, some tighter areas.

Also, grab all your track props, and turn shadows off! Makes a world of difference, no blobby black nonsense shadows.

But dont stop!
 

Fireman

L4: Comfortable Member
Mar 21, 2008
150
59
basically what ninjas said. The first, third, and last pics in particular all feature crazy sniper lines.
 

Jethro

MUSty Complainer
Nov 2, 2009
287
281
Yeah, the name's already been taken by Steffoo, but as far as I know he's abandoned the project. :/
 

Coren

L1: Registered
Jul 22, 2010
11
1
Looks like an interesting start, but those are some crazy sightlines. You've got some elevation in there, but the direct sightlines should be broken up a bit. Some longer, some tighter areas.

Also, grab all your track props, and turn shadows off! Makes a world of difference, no blobby black nonsense shadows.

But dont stop!

Yeah, I'm not sure about the sightlines yet; I want to see some play first: it's obvious they are clear and unobstructed, but I don't think there is a serious sniper problem given that there is no cover for their backs. (The mountainside ledges and catwalks, in particular, are always approachable from both sides).

The ways through the mountainsides are nice choke points that are nice and tight and don't show on the current screenshots; though probably currently too straight.

Still, I see the point. I'm thinking of breaking up the worst sightlines with some rock formations once I see where, in practice, snipers get too much of an edge?

Track shadows noted. Next iteration will have them gone.

Yeah, the name's already been taken by Steffoo, but as far as I know he's abandoned the project. :/

Still, it would be uncool to maintain it. I note "caldera" is also in use, so I'll switch to "pl_crud" (which is more obscure, but free). Can I go about renaming the thread or do I need to start a new one?
 

Hastur

L1: Registered
Jul 30, 2010
39
3
A mod needs to rename the thread.

Anyway, you might want to smooth out your displacements somewhat.
 

Coren

L1: Registered
Jul 22, 2010
11
1
Anyway, you might want to smooth out your displacements somewhat.

Indeed, at this time this is only the rough outline so that obstructions and slopes are in place, but it's ass-ugly. The whole mountain "skin" is meant to be replaced with smaller and smoother meshes by beta.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Crud seems like a... cruddy choice :p It wouldn't exactly draw people to the map given the connotations of the word. Perhaps Vulcan or something of the sort?
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Done.
 

Coren

L1: Registered
Jul 22, 2010
11
1
Update with new title released; some line of sight improvements and lighting/shadow tweaks.
 

Verno

L2: Junior Member
Jul 17, 2010
80
34
When I read "pl_vulcan is a payload map with a twist." I was thinking it had something to do with the lava, which would have been really cool (no pun intended). Maybe it would rise up and down and temporary block areas. However, the invulnerable sentries are neat, too. I particular like the strategy involved, such as whether or not to upgrade.
 

Coren

L1: Registered
Jul 22, 2010
11
1
I particular like the strategy involved, such as whether or not to upgrade.

The intent is also to force some tough decision about how to split forces between holding the point and watching the payload; I'm thinking that a team that neglects one over the other is going to tend to loose.

I think this is going to make for some interesting combat dynamics, though it's likely to be hard to tune "just right". I can't wait to see how that ends up working in practice.
 

Coren

L1: Registered
Jul 22, 2010
11
1
A2 release

  • Reworked BLU spawn to have more exits and not be so vulnerable to camping
  • Added alternate route around first waypoint
  • Some visual tweaks here and there