PL Frozen Assault

eighttailedfox

L1: Registered
Jan 7, 2015
45
8
Updated to alpha 4.


Exposition:

Frozen Assault is the story of 3 payload carts. Blu has a chance to delivery all three, whether or not they succeeded in delivery the previous one. It has been designed to make every stage count, one way or another.

It's a standard Mulitstage payload map, with some interesting stage change ideas.

Inspired by Crash's winter 2014 payload race idea, of making every stage count.
 
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Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
I'm seeing Frontier, Thunder Mountain, Nucleus and Upward all in the same map.
 

eighttailedfox

L1: Registered
Jan 7, 2015
45
8
I'm seeing Frontier, Thunder Mountain, Nucleus and Upward all in the same map.

Well, the Nucleus part is easy to see. But it's not a reactor. It's a death lazer. As for what Blu contraption it's aimed at, well. I haven't thought that far ahead.... yet

Thunder Mountain is one of my favourite Valve Payload maps.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
Who's assaulting Frozen?
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
Like cs_assault, but its winter!


Anyways, I can't even tell whats going on in these screenshots, especially the fifth one.
 
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Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Pro tip:
don't work in spoilers.
 

TyeZenneth

L6: Sharp Member
May 31, 2014
340
293

tyler

aa
Sep 11, 2013
5,102
4,621
Images are automatically resized. Just post it. That's why images have that yellow bar that say something about being resized.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
I like the ideas in this - the two starting levels making a steel-style change to the last is fun, but when you only get two changes they have to be good ones. I cant even tell what they are.

Again, the idea itself isnt bad, and the general layouts are cool, but it needs to be simpler and clearer. The layout itself needs to be more intuitive, clearer so you can guess more easily where you have to go - at the start of the third level, if you walk forward - and you have no reason not to - you end up stuck in a massively complicated dead end that theres no way out of - and no way to see theres no way out until you spend the first three mnutes searching for one. The other room in the third round is a massive spaghetti junction of identical wooden planks, and I spent most of the round searching for the enemy.

The height differences are really really big. The whole map is like 2-3 times as tall as it needs to be (except the deathpits, which are really small so you cant see they're deadly. Also don't ever use dynamic lights - it kills peoples fps.