Mausoleum

PLR Mausoleum a3

Micnax

Back from the dead (again)
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Apr 25, 2009
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My map for the contest.

Single stage Payload Race map, where BLU and RED must work their bombs into the ancient crypt!

The dynamic features I'm including are:
  • Control point that either team can capture to open the main crypt doors to progress. People must stay on the point for the doors to fully open.
  • Roll-forward areas.
 
Last edited:

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
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May 21, 2009
2,039
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I am going to literally destroy you for using dust puff torches! There if a fire particle for that!

However, everything else looks really nice. :D Good luck.
 

Micnax

Back from the dead (again)
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Apr 25, 2009
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Gameday Feedback bump.

I'm going over the server feedback and it looks like I need to:
- Make the crypt door automatic, since it seems strange that teams would want to work together.
- Make the upper part of the pain outside-to-crypt area more interesting (more height variation perhaps?).
- Give inside the crypt a bit more height variation to make things more interesting.
- Up the lighting inside the crypt because it's too dark at the moment, possibly by adding sky lights.
- Change the dropdown shortcut to a small puddle of water rather than a big one (this was my fault, I didn't know the logics of fall damage in TF2).
- Another route from the crypt to get up top, since the only route right now is the main door.
- Clip the setup gate roofs so soldiers can't have a playfight.
- Actually pakrat everything.
 

Micnax

Back from the dead (again)
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Apr 25, 2009
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Alpha 2 Released!

Changelog:
- Added a little more detail.
- Added skylights to the final area to add more light and a nice visual touch.
- Added a new route for each team to access the crypt, both in and out rather than having to use the main door every time.
- Added a crossover point outside the crypt door, so now both carts go on the opposite team's side to make things interesting, instead of a steamroll.
- The crypt door is now in two parts, one for each team. This way the opposite team won't assist in helping the other team from progressing.
- Kept the wood on the downhill parts. Might go with stone later if everyone stops making jokes about it.
- Added a small rollforward zone on the downhill ramp in the final crypt area.
- Made the water in the dropdown area much shallower and easier to get out of.
- Clipped the space above the setup gate roof on both sides to stop pesky Soldiers having a playabout.
- No more evil ERROR signs. I hope.

 

Wilson

Boomer by Sleep
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May 4, 2010
1,385
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The biggest issues on the map are the very large underground area that is not connected rest of the map and how easily and quickly you can get to the enemy base, making first area spamfest for demomen and soldiers.

Also, kill the area behind the mausoleum door, a good sniper can pretty much lock enemy team in their spawn from there and has nothing to worry about as there is medium health kit and ammo pack there.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
Alpha 3 Released!

Changelog:
- Done major texturing work and added more detail into the visuals.
- More areaportals.
- Changed the crypt door back to one big one, rather than two separate ones.
- Added another crossover point inside the crypt.
- Upped the lighting in certain areas.
- Changed a number of ammo and health packs to suit gameplay.
- Altered the track inside near the crypt door so both team's tracks don't stray too far from eachother.
- Fixed the ledge that snipers were being able to take advantage of.
- Fixed an annoying sentry spot that allowed engineers to shoot directly into the other team's exit door.
- No more evil ERROR signs. I hope.
- Will look into how gameplay goes before deciding on an overhaul of the downstairs area