Swamplands

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
Swamplands- Now with a brand new look!

I'm hoping the new layout will eliminate most of the old versions problems. I've aimed to make it more open in areas causing less spam fests and chokepoints, as well as majorly reducing the distance which the cart travels across the water.

Push the cart up here...



Through here...




Across the water...



Around here...



And out off the edge...


So simple it doesn't need an explanation. But here's one anyway.

As BLU, your job is to escort the cart along the track and down into RED's generator room. RED will have the job of defending. There are 5 points to capture in total through one stage.


Thanks to ABS for the gametype library and everyone involved in the Swamp pack.
Thanks to StickZer0, Topedo Pengwin and Mikeypilk for testing/feedback.
More thanks to anyone that's helped playtest and provided feedback.
Credit to Acumen (akkushaver@gmx.de) for the lifesaver ring.
 
Last edited:

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
Part-airboat payload? Oh man that's sweet.

EDIT: I'll test it now ;D

I've forgot to add the custom materials :blushing: Gimme two mins :p

EDIT: Make that around 10 minutes, Pakrat's taking it's time. If only there was some other BSP packing device available... :rolleyes:

EDIT 2: Custom materials/models added, I'll look into the crashing on load up :unsure:
 
Last edited:

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Protip: don't use hugeass pictures in the OP. It gets annoying.

Your sightlines are lookin' pretty huge there. I suggest tightening it up a bit.
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
The map is looking good, the ending idea is brilliant and you should keep up the great work! But on pic #4 it looks a bit engi friendly... Even an Ubered demo won't be able to destroy everything team RED can put there... I suggest to put there less cover for team RED, or adding routs to destroy sentries from behind (unless you've done that allready)
keep up the great work, and good luck at making everything work!
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
Protip: don't use hugeass pictures in the OP. It gets annoying.

Your sightlines are lookin' pretty huge there. I suggest tightening it up a bit.
Will work on doing something about that ASAP, before it's in a gameday at least. And pics are smaller now.

The map is looking good, the ending idea is brilliant and you should keep up the great work! But on pic #4 it looks a bit engi friendly... Even an Ubered demo won't be able to destroy everything team RED can put there... I suggest to put there less cover for team RED, or adding routs to destroy sentries from behind (unless you've done that allready)
keep up the great work, and good luck at making everything work!
There is only one route to get behind atm, and it's quite exposed. I plan on redoing most of the final cap and red spawn, I don't really want BLU to have to travel past RED's exit.

Wow, it looks really awesome, although i'm not a fan of payload track in water, but i can't wait to try it out.
The ending you push the airboat through the water. The bit of water you push the cart through is shallow. I've tried to make it fair for pyros with as little water as possible while still being able to get the airboat through.
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
-13/07/2010-
Alpha 2 release
-Changed the airboat into a raft for various reasons
--->Fixes cart facing the wrong way
--->Reduces players getting stuck MAJORLY
-Fixed some sightlines
-Playerclipped stairs
-Various other fixes
 

Tristλn

L1: Registered
Jul 13, 2010
5
1
This map is amazing, don't get me wrong, better than I could ever do, but there are a few issues that are aesthetic but if changed could really make the map shine. First off, change the roof tiling on the buildings... I've seen some better roof textures than those... The buildings look to.... Generic. This map is good but could be better
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
This map is amazing, don't get me wrong, better than I could ever do, but there are a few issues that are aesthetic but if changed could really make the map shine. First off, change the roof tiling on the buildings... I've seen some better roof textures than those... The buildings look to.... Generic. This map is good but could be better

Thanks, but the map is still in alpha so all the buildings will remain untextured/undetailed really. The textures currently being used are the dev textures and are not intended to make maps look aesthetically pleasing. Same goes for the building style. They're just basic blocks for alpha stages and will, over time, develop into much more interesting buildings with different styles.
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
The map is great!
I didn't play the map, yet, but I walked in it (alone) and I have noticed some parts that the lighting isn't very good... better fix that.
I'm sorry I haven't took pictures but I'm sure you'll find out what I'm talking about.
Keep up the great work!
 

Fireman

L4: Comfortable Member
Mar 21, 2008
150
59
Shame we couldn't get more people on this today, but one thing did stick out from our skirmishes; that pool around the cap with the hoverboat really breaks pyros for the attacking side. Everytime one would come around we'd just sting it from the water until it died.

Maybe add a dock area to extend the run time to water instead of having it right on the point? It's tough to say how to fix this without breaking that point's feel.
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
-21/07/2010
Alpha 3 release
-Added route through cp3
-Added playerclips on roofs
-Moved BLU supply cabinets closer to exit
-Added/removed various clips
Various other fixes/changes
 
Sep 1, 2009
573
323
Played today and what i found was really the final point is to close to the red spawn and is very difficult to get the cart to that area. Also you can sometimes get really confused and stuck under the ramps and other stuff at the end.Other than that it's very fun to play and I love the transition .
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
Played it. It's really nice too! But one man decided to try his luck as a pyro, and he wasn't so lucky. It's really easy to jump into the water and avoid flames. Maybe you should try making most of the fighting area on the surface, or even bridges that cross the river.
Keep that in mind.
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
-28/07/2010-
Alpha 4 release
-Moved RED spawn to the far side of the river
--->Old RED spawn is now a simple building accessable by all
-Replaced water texture and scaled up to 1x1
-You can no longer build or place stickies on the raft
-You can no longer palce stickies on BLU's setup gates
-Altered the payloads path slightly through cap 1 and 2
-Added new splash particle effect from the swamp pack (Seems to reduce FPS quite a bit though)
-CP Hologram on raft now disapears when the point is capped
-Various other small fixes

On an unrelated note:
whut.JPG

Whut?
 
Last edited:

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
-15/08/2010-
Alpha 5 release
-Moved first three caps making the overall distance longer
-Final cap area rebuilt, the river now ends and the cart returns to land (Less water, more fair for pyro's)
-Final cap moved into a new building (RED's sewege works)
-First caps chokepoint slightly widened
--Errors--
-Red forward spawn points don't seem to get disabled at the right capture point (But I'm happy to see how it works out that way :p)
-Stickies can be placed on the doors of both of RED's spawns.

See OP for new pics