crash

PL crash 2015-09-08

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Work in progress map, pl_crash. I've done some testing on another server and it seems to play well so far. I still need to test it out further to refine it. Currently the first 2 stages of a future 3 stage PL map.

Full set of screenshots:

pl_crash_a7_01.jpg

Stage 1 Blu spawn boat.

pl_crash_a7_02.jpg

Looking towards defense side, flank route to the right through the buildings.

pl_crash_a7_03.jpg

First capture point. Red flashing signs change to Blu and point the other way on cap.

pl_crash_a7_04.jpg

Path leading to the spiral up, left side has a flank route that travels all the way around the orange building.

pl_crash_a7_05.jpg

Spiral ramp going up.

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Ramp going down to final point, Stage 1. The entire ramp is a roll forward down.

pl_crash_a7_07.jpg

View from Red spawn room.

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First area of Stage 2

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Attackers view at the start pushing the cart. White roof is accessible on the left easily for defenders and rocket jumpable for attackers.

pl_crash_a7_10.jpg

Around the corner of the building, death pit next to curved part of track, white ramp leads to a second "fan vent" entrance into building.

pl_crash_a7_11.jpg

Deathpit next to track.

pl_crash_a7_12.jpg

Interior of building, first capture point. Path to left of track leads to upper level, rooms on either side above track and leads to upper path around corner.

pl_crash_a7_13.jpg

Moving around the corner, forward spawn for red behind the curved jutting out section of wall against the right side.

pl_crash_a7_14.jpg

Upper path above track, leads to sniper room. Second capture point around corner.

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Closed door before capture of second point.

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Door opens for Blu on capture.

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Signs pop up for blu blocking long route around.

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Better view of the upper path, showing the sniper room.

pl_crash_a7_19.jpg

Going to final point, path to upper level on the left, drop down to lower level all around.


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Underground level ramp up

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Underground level entrance to path up

pl_crash_a7_22.jpg

Flanking route going to final point from underground level

pl_crash_a7_23.jpg

Final Point Stage 2

pl_crash_a7_24.jpg

Path up to the higher level going to final point.

pl_crash_a7_25.jpg

Overview of stage 1

pl_crash_a7_26.jpg

Entire overview


Any feedback is welcome.
 
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Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
I didn't disable shadows as I plan to do the static prop shadows trick when I get the map more developed, probably when it hits beta.

The line that you can see the sight line shouldn't be too bad, because it wont be the most traveled path for attackers. The track kind of cuts through the middle further to the left of that view, and the flanking route is behind the building completely. We'll see how it plays out in further testing. I'll keep an eye on it, though.
 

AngryAngus

L3: Member
Jul 20, 2011
101
124
The map looks nice, I look forward to seeing it detailed. Just make sure that there are routes for flanking any areas where snipers may roam.
Otherwise looking sexy.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Thanks for the feedback. I might add a bit more cover to that right side after a few more tests. The server I've been testing on hasn't had much trouble pushing past the front there, but I'm not sure if they've had anyone finding the good sniping lanes.

Sniper is my main though so I'll have to see what I can abuse next time I play it! :D
 
Sep 1, 2009
573
323
Not that I am complaining , but shouldn't you use more team coloured dev textures rather than orange in some places as it would help with not getting lost in the map. Also orange is quite...blindingly bright in some areas
 

Crash

func_nerd
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Mar 1, 2010
3,315
5,499
I replied in chat, but I can here as well. It is a pretty straight forward map, and there was only one part I noticed people getting a bit confused about their first time playing, coming out of the Red forward spawn on stage 2.

But I'll keep an eye on it for future testing.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Further feedback from tonight's testing is greatly appreciated. Seemed to play pretty well, needs a bit faster routes for attackers in stage 2 at least, though. I'm thinking forward spawns, but I don't want to go overboard with them. I feel like it's only slightly too long of runs at this point.
 

AngryAngus

L3: Member
Jul 20, 2011
101
124
After playing I think it would be better if the attacking team got some more height advantages as on part 2 we kept getting stuck with multiple engies building low and high, stopping us from progressing...

Also part 2, in attackers spawn everyone ran to the wrong door, (The one up the stairs) it might be a better idea to not have that and rather just put the door (blocking people from going back to p1) up front on the end of the stairs.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Maybe I should take out the path to the second floor for defenders, maybe open that path up for attackers after they cap the second point? I just need to make sure the attackers have a way up to the upper level after they cap there so they don't have to run far back to get there from the side route.

I threw some signs up there on the blocked doors so they are more understandable that they are back-blockers. That top route is necessary because there is another way out to the second stage from up there.

I'm working on some ideas for forward spawns, but I don't want to make it too easy.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
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I'm not quite sure where that is a problem, unless you went up the ramp unnecessarily coming out of spawn. You start on the same level right behind the last point and the only ramp up you need to go on to get to the second is the same ramp the cart is on. Mind taking a screenshot or two to show me where you mean? I might just be misinterpreting what you mean.
 

AgeNt_

L5: Dapper Member
Aug 12, 2009
236
88
firstly, jumping off of this part, there would be a chance you wouldn't get to the other side of the ramp and you would fall down.
D4BBF1DAA41F9DCE9B8528514DF235CE8E522E6D


Next, logically you want to take the fastest route, so you would take a shortcut through this. which means you can fall into it and have to take extra time to get out.
A650A59C352A167A4FE0271F69DDECCAD1091BF4


then just past that, you could fall ontop that barrel and forced to find a way up
B23819EA164F3B215B97483C03B3148EF5656B68


lastly, its unneeded to jump up here but for some reason i did anyways.
0D8A73582E6511F9F8E67991BDB298835C0ACB73
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Thanks! I'll see if I can smooth some of those out in the next version, I appreciate shots.

That last little random bump is one of my favorite things in the map. It has so many jumps you can do off it as a scout, has some decent potential for engineers and make for good cover for everyone else. I am very amused by it.

In the next version I have a barrier separating the last section of the map from that one, just to divide the map up a bit better.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Just uploaded A8

A8 (Oct 19th 2011):
Disabled track shadows. Babies.

Stage1
Flank door light fixed
Sign pointing to flanking door pops up when it opens. Remains a one way going out before the first cap, and one way going in after it.
Dev textures changed around a bunch for consistency and for eye-health reasons.
Fixed bugged out cart after roll forward zone.
Added door to block off upper entrance to flank route drop down after the door changes hands. However, if anyone jumps up it opens from the inside only.
Put more indication of the deathpit.

Stage2
Forward spawn added. Enables after capping first point.
Added a divider between cap 2 and 3
Added more signage for stage 2, especially in Blu's spawn area.
Added in wire mesh to "slats" over underground area to reduce accidental falls. This also gives that route more cover as well.
Adjusted geometry to improve flow of rollout for red.
Added mesh rails on cart bridge.
Added dynamic ramp at 2nd CP to limit defenders routes more. Ramp goes down on capture of that point.
 
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Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
I tossed a bunch of signs up there actually, guiding people to the proper place. It's actually beneficial to go up in that area because there is another route out to the stage on the right there, otherwise I would've just blocked it off completely.

I put one of them on the big blocked door so it's obvious that it wont open, hopefully.

Saw your feedback already and that's what reminded me to fix that issue. Thanks for taking the time!

edit: I tried to go through the feedback provided and implement as much as I feasibly could. I take everyone's feedback very seriously and at the very least, it doesn't hurt to try some ideas out.
 
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