- Apr 13, 2009
- 728
- 309
My first attempt at a payload map. :O
The plan : 2 stages, 5 checkpoints. (Mostly because I think a third stage is largely redundant, and I like how breaking down in two stages gives RED one chance to re-setup and recover from a steamroll).
Theme : alpine, snowy, night time.
Background : RED have turned an abandonned mining village into one of their spy bases, BLU must push their bomb cart through the village and abandonned tunnels to blow RED's radio tower and control room from below.
General idea : nothing too wild, payload cart takes the low route, high ground flanking routes and defensive alcoves in the surrounding buildings with a handful of chokes around checkpoints, more emphasis on optimization -unlike watermill-, a few obligatory rollbacks for a mountain map.
Uses Tyker's snowcart model.
The goldsource-quality skybox is because the real one weighs several times more than the rest of the bsp so far...
Detailed changelog :
a1:
-Blocked out stage 1, first draft
a2 :
-Recut railings to allow easy dropdowns/shooting where fitting
-Moved one exit on BLU spawn (the high one) to make it harder to lockdown and a little less interesting for BLU at the same time.
-Setup gates are no longer triggered by players, they will remain open forever after the end of setup (allowing a cloaked BLU spy to pass relatively unnoticed, for example).
-Choke-ified around A while making it less easy for red to lock BLU inside their spawn from high ground, hopefully giving an incentive to move the defense a little backwards and giving them a place to retreat when BLU punches through.
-Lenghtened the rollback slopes to make them more significant.
a3 :
-Blocked out stage 2
-Fixed setup gates not opening properly.
-Rollback zones are now marked with yellow stripes
-Added a 1-way flanking route for BLU around Stage 1 Cap B (opens up afer capping A)
-Increased respawn time advantage for BLU on Stage 1 Cap B to 2s vs 10s (was 3-9)
-Reduced available health/metal immediately around Stage 1 Cap B
-Minor layout and cosmetic changes I'm too lazy to detail.
a4 :
-Re-opened the right path in stage 1, cap 1 as the sentry spot here wasnt really used anyway
-Moved up protective fences on stage 1 setup, to offer better cover from generic spam from the stairs.
-Fixed time not being added when capping stage 1 cap 2
-Reduced the amount of time added on most checkpoints
-Capped the max amount of time to 9 minutes
-Replaced the first overpass over stage 1 cap 2 with an uncovered bridge, it was a poor sentry location anyway as red doesn't have time to setup here after losing cap 1.
-Removed a flanking route on stage 1 cap 2 to make up for the one opened in cap 1.
-Extended high catwalk to make it easier to bypass the alcove on stage 1 cap 1. The cart still needs to move in front of it, though.
-Fixed broken BLU spawns in stage 2 :facepalm:
-Moved the one way door in the flanking route on stage 2 cap 3, to prevent possible abusive use of a sentry behind 1way doors.
-Added some rock props wherever fit, as they do affect gameplay.
-Some clipping issues resolved.
-More minor layout and cosmetic changes I'm too lazy to detail.
The plan : 2 stages, 5 checkpoints. (Mostly because I think a third stage is largely redundant, and I like how breaking down in two stages gives RED one chance to re-setup and recover from a steamroll).
Theme : alpine, snowy, night time.
Background : RED have turned an abandonned mining village into one of their spy bases, BLU must push their bomb cart through the village and abandonned tunnels to blow RED's radio tower and control room from below.
General idea : nothing too wild, payload cart takes the low route, high ground flanking routes and defensive alcoves in the surrounding buildings with a handful of chokes around checkpoints, more emphasis on optimization -unlike watermill-, a few obligatory rollbacks for a mountain map.
Uses Tyker's snowcart model.
The goldsource-quality skybox is because the real one weighs several times more than the rest of the bsp so far...
Detailed changelog :
a1:
-Blocked out stage 1, first draft
a2 :
-Recut railings to allow easy dropdowns/shooting where fitting
-Moved one exit on BLU spawn (the high one) to make it harder to lockdown and a little less interesting for BLU at the same time.
-Setup gates are no longer triggered by players, they will remain open forever after the end of setup (allowing a cloaked BLU spy to pass relatively unnoticed, for example).
-Choke-ified around A while making it less easy for red to lock BLU inside their spawn from high ground, hopefully giving an incentive to move the defense a little backwards and giving them a place to retreat when BLU punches through.
-Lenghtened the rollback slopes to make them more significant.
a3 :
-Blocked out stage 2
-Fixed setup gates not opening properly.
-Rollback zones are now marked with yellow stripes
-Added a 1-way flanking route for BLU around Stage 1 Cap B (opens up afer capping A)
-Increased respawn time advantage for BLU on Stage 1 Cap B to 2s vs 10s (was 3-9)
-Reduced available health/metal immediately around Stage 1 Cap B
-Minor layout and cosmetic changes I'm too lazy to detail.
a4 :
-Re-opened the right path in stage 1, cap 1 as the sentry spot here wasnt really used anyway
-Moved up protective fences on stage 1 setup, to offer better cover from generic spam from the stairs.
-Fixed time not being added when capping stage 1 cap 2
-Reduced the amount of time added on most checkpoints
-Capped the max amount of time to 9 minutes
-Replaced the first overpass over stage 1 cap 2 with an uncovered bridge, it was a poor sentry location anyway as red doesn't have time to setup here after losing cap 1.
-Removed a flanking route on stage 1 cap 2 to make up for the one opened in cap 1.
-Extended high catwalk to make it easier to bypass the alcove on stage 1 cap 1. The cart still needs to move in front of it, though.
-Fixed broken BLU spawns in stage 2 :facepalm:
-Moved the one way door in the flanking route on stage 2 cap 3, to prevent possible abusive use of a sentry behind 1way doors.
-Added some rock props wherever fit, as they do affect gameplay.
-Some clipping issues resolved.
-More minor layout and cosmetic changes I'm too lazy to detail.
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