PL Australium Mine

BigBros

L3: Member
Aug 20, 2014
147
31
In early development.

It is a 3 Stage Payload map, with the environments changing dramatically between the 3 areas.

The first stage is a desert-style area, with ghost town style elements throughout this stage, and a nice vista near first cap. Currently in dev stage.

Second stage moves towards a factory, with new gameplay elements such as conveyer belts and moving platforms, changing the gameplay here dramatically. The factory will be the first place you will really begin to see Australium, with it being produced and packaged in the factory. Not in development as of yet.

Third stage begins above ground, but then the payload is moved onto a lift and then is taken down underground, where it is then opened up into the Australium mine, a maze of tunnels, large caverns and crevices, laid with dynamite everywhere. When the payload is pushed into the hole, the whole mine starts to collapse in on itself, making it a race for both teams to escape and find cover after the final round.

This map is trying to integrate some of TF2's newest concepts and ideas to make it as much of a modern map as possible. The range of gameplay styles and environments available mean that any player can find this map enjoyable, and will never get boring. I am trying to integrate cross-team interaction a bit more, with windows between blue and red spawn where they can taunt to each other and have fun pre round.

This map I am actually doing for a school project, so it will be necessary to be completed by November, or December at the latest. Will get screenshots out ASAP and a download once it is at a playable level.

After the map is near completion, and gameplay is fixed, I will also be converting this to a 5 cp map, with the mine the central point of the whole map, and the rest of the map is just a double of the other side, styled differently.

Once I start putting content out, feel free to either add things that you want to see with a plus (+), stuff that you think I should remove with a minus (-) and stuff that you think is cool about this map just by commenting below.

Enjoy :D

:p
 
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BigBros

L3: Member
Aug 20, 2014
147
31
Okay cool thanks.

I was thinking of adding lighting after I had the basic design of the map done and dusted, but I sent it to a friend and it did stuff up his light maps. Changing now.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Also you should try either using Dropbox or our own download system to host your maps, because that filedropper makes us have to jump through hoops to get at the download.
Fixed that for you. Seriously, I don't know why anyone bothers to host their maps off-site at all. The only thing that means is that the map is likely to randomly disappear sometime between now and when somebody wants to find it. Yes, I've even seen this happen with Dropbox, although in that case it's more likely because the creator was trying desperately to free up space.

Just so we're clear, hosting on-site is available to all users, not just veterans and VIPs, right? It seems like new users always host off-site.
 

BigBros

L3: Member
Aug 20, 2014
147
31
Okay thanks, when I first saw on-site hosting I thought that it was just for VIP's... Thanks for clearing that up.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
Bloody hell, that was quick!

You describe a very interesting map. I hope play tests show that it lives up to your design.

EDIT: Okay I've just had a play of it :) I didn't realise you'd only built stage 1 so far.

With regard to lighting, if you are to compile in HDR, even for testing, you should include an env_tonemap_controller, and a logic_auto sending it outputs for auto exposure max, min and bloom scale. Good values to start with are min: 1, max: 1.2 and bloom scale: 0.2, in my limited experience.

It would probably be more sensible to label the map as an alpha, rather than a beta, at this stage.

Obvious feedback is obvious:
  • It seems there are some spawn points in BLU spawn that allow RED players to spawn in. When the round changed, and I switched teams, I spawned in the same place, in front of the cart.
  • Your func_respawnroomvisualizers are visible to both teams, not just the enemy.
  • The announcer adds time to the round timer when the cart reaches the check point, though the round has ended.
 
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BigBros

L3: Member
Aug 20, 2014
147
31
Thank you for your tips - I didn't realise that I was actually compiling with HD R, so thanks for that. Will update tonight with all community feedback applied so that it is actually playable. Will update tonight.
 

BigBros

L3: Member
Aug 20, 2014
147
31
Updated! Screenshots added and new download. Please let me know:
- If you find any bugs other than the ones listed above (haven't got around to time added yet)
- Whether you think its balanced
- Where you think there should be more/less paths (game balance)