PL Tornadoom

Berry

resident homo
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Dec 27, 2012
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A payload map (to be) set during a heavy storm amongst the mountains. The name is of course a play on words of Tornado and Doom, and the map itself takes heavy inspiration from Upward.
 
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TyeZenneth

L6: Sharp Member
May 31, 2014
340
293
I don't care what anyone else says about the lighting, I like it.
It looks morose.
 

Zed

Certified Most Crunk™
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Aug 7, 2014
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Jesus christ this map is tiny.
 

SC PL

local shitposter
aa
Jun 25, 2015
378
407
Better, if you're add displacements on ground
And also, I see when BLU captures point, you cannot enter RED spawn near point, but you can stay here. Maybe add that, when BLU caps point, everyone in this RED spawn will be teleported to next spawn (trigger_teleport and info_teleport_destination)
 
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seth

aa
May 31, 2013
1,019
851
I think Berry knows how to make displacements. They're not usually necessary to alphas as they typically don't have any impact on the gameplay.

The fact that you can stay in the spawnroom after the respective point has been captured is something that is present in all payload maps. Teleporting you out would be really odd and if someone is chilling in there they will not be doing their team any favors anyway.
 

Berry

resident homo
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Dec 27, 2012
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I think Berry knows how to make displacements. They're not usually necessary to alphas as they typically don't have any impact on the gameplay.

The fact that you can stay in the spawnroom after the respective point has been captured is something that is present in all payload maps. Teleporting you out would be really odd and if someone is chilling in there they will not be doing their team any favors anyway.

Normally they teleport you backwards a spawn I think. I'm planning to do it like that later, this is just a temporary fix because that building is instanced to be at an angle and collapsing gives me black walls in places. As well, displacements won't be present any time soon.

But while I'm posting, a few things I plan to do for A2 (I've not started yet, taken a me-day):
  • Make it 2 points in the map (or potentially 3 if I can get it to work)
  • Make it a two-stage map (the second stage would be built during the 72hr contest in a few weeks)
  • Change the doorways a lot (as Phi suggested many a time)
  • Adjust the sizing of some areas: Bigger indoor connectors, more open outdoor areas
  • Potentially a few new routes to make it feel less tiny (such as a lower side route around the cliff at the second area)
  • Adjust respawn wave times (at the beginning, BLU is practically always alive while RED struggle even though they have a long way to go and BLU do not, and vice versa at the end of the map)
  • Do something about that one roof over the last area covering everything? Not sure what to do other than make it higher and clip it.

Edit:
44ae75d15b.jpg
 
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Berry

resident homo
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Dec 27, 2012
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(Stage 1) A2 -Jul 17th 2015
General:
  • Compressed gamemode down from 4CPs to 2CPs, to be dual stage (A point between old A & B, B point is the old D)
  • Retextured the basics to make the map swampier
  • Red now initially has a lower spawn time

Spawn buffer area:
  • Extended the playable area beyond the fencing at the back, and the cliff slightly
  • Added a slope leading up to the connector building, with a doorway in
  • Redesigned the connector between the spawn buffer and the A point area to be less cramped
  • Removed window on the central building to make it a stronger position
  • Added a mini-checkpoint in the A connector that pushes Red back to their further back spawn
  • Scaled the small shed in front of Blue spawn down, and hollowed it out as a hiding spot for Red
  • Removed one of the side Blue spawn exits (the inner one of the two set of doors). Made one exit open with a trigger to prevent spawncamping.

A point area:
  • Added a new cliff route around the edge of the building, with some sniper positions and a full HP and medium ammo
  • Redesigned the building slightly before the A building to lead through to the central area of the cliff route
  • Added a building beside the Blue forward spawn on the cliffside, with a defensive balcony, full ammo pack and alternate Blue forward spawn exit
  • Adjusted heights on the furthest route around the area to lower sightlines
  • Removed tall shed before the A point to declutter the area
  • After A is captured, Red's respawn time returns to its original (9-18 seconds, instead of 6-12)

B point area:
  • Redesigned the B point connector to be more open and less awkward to defend
  • Adjusted the point area, having it further away from Red spawn
  • Lowered the amount of shed clutter in the B area, instead having a ground bump across (to keep massive sightlines minimal)
  • Removed health pack from the stairs building beside Red spawn to lower its usability for Blue
  • Added metal sheets blocking Blue team members from using the stairs building next to Red spawn to spawncamp

New initial connector:
666caf4117.jpg


New cliff route:
227ad115ff.jpg


New A-B connector:
a3c4b26a05.jpg


Changes to B:
3ca2609e6b.jpg
 

Berry

resident homo
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Dec 27, 2012
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(Stage 1) A3 - Jul 20th 2015
- Scaled up the following areas by 256-512 Hammer units: First area out of BLU spawn, first area out of the BLU spawn to A connector, area before the A-B connector, the A-B connector, area after the A-B connector
- Majorly restructured B point, including: New capture area house that looks less boring, new route around the side of the A-B connector for BLU
- Extended RED forward spawn to have a second exit, and fixed the door closing issue
- RED forward spawn doors now open (and the contents are removed) so it can be used as a route
- Replaced some deathpit at the B point with cliff walls
- Added a new route around the side of the A point
- Adjusted fog
- Added rock around the hill to the side of the A-B connector to block snipers

64cce8d8ce.jpg

a50a7f4a10.jpg

db798d5655.jpg
 

Zed

Certified Most Crunk™
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Aug 7, 2014
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I didn't mean it/
 

Berry

resident homo
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Dec 27, 2012
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1,898
(Stage 1) A5 - Jul 28th 2015
- Removed mini-checkpoint, added a new middle point in its place
- Moved back the old A point (now the B point) further back
- New main red spawn behind the C point (was B point)
- Old main spawn now a back area behind the C point (was B point)
- Some more stuff I forgot, I think
 

Lain

lobotomy success story
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Jan 8, 2015
724
757
So does this map have a tornado going around the map as a hazzard, or what?
Because i still really wanna see/use that idea.
 
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