PL dryrock

re1wind

aa
Aug 12, 2009
644
588
A map that attempts to take hydro's approach to multiple rounds and applying it to payload.

All three stages take place in the same areas, the three payloads starting by the blu base, having to push them one at a time.
 

re1wind

aa
Aug 12, 2009
644
588
stage path highlights & overview

2012-05-07_00004.jpg

2012-05-07_00005.jpg
 
Mar 20, 2012
391
806
It's certainly an interesting concept and I could see some pretty cool maps coming out of it.

Without having downloaded it, my first impression is that this map seems very cramped. By placing all three stages in one area, I think you might need to scale up the map and routes. I wasn't sure if you're going for an indoor map, but that's the feeling I get by looking at it. I can tell immediately that this map will play much more like Goldrush rather than Badwater or Upwards.

I'll try it out first hand sometime soon and report those impressions. Look forward to updates.
 

purequaternion

L3: Member
May 19, 2009
101
64
Did you remove the blue lights? I don't recall seeing them when we played a few days ago.

It's an interesting idea. I think this is a great proof of concept.

The map layout itself was a bit too open in places. Or perhaps better put, open areas had too much big open connections between them. Make sense?
 
Mar 23, 2010
1,872
1,696
why isnt this csf??
 

re1wind

aa
Aug 12, 2009
644
588
because i'm not particularly keen of the mode, presto :(

The map does play more like dustbowl and is, to be blunt, quite a clusterfuck. I've also added some doors to block off areas of the map in an attempt to direct and streamline the flow of death slightly more. a2 should feel less like payload deathmatch and more like proper payload.

My intention when starting the map wasn't to create such a cluttered and tight map, then again i did want to create a cave map at the same time, so thats partially responsible as well. being overzealous with optimization while designing the routes also may have had an influence.

I won't attempt to increase the physical scale of the map for a2, just want to test the blocking doors and route highlighting method to see if that helps people through the map.

p.s. map is -59% demo& soldier friendly.
 

re1wind

aa
Aug 12, 2009
644
588
pl_dryrock_a2

http://dl.dropbox.com/u/12171801/pl_dryrock_a2.bsp.bz2

-change list
- added round-specific walls to close off parts of the map
- testing a route highlighting method for the first round only
- started throwing textures on the brushes to get a feel for the map, placeholders.
- tweaked blu spawn slightly.

- known issues -
- various places above red spawn & final point can still be reached by demomen and soldiers
- players can walk across the gaps at the last capture points of stages 1 and 2

Possible round-breaking issues
- doors from stage 2 may not disable on round 3. (compile was rushed, blame wilson)