plr_sidetracked

PLR Sidetracked rc3

Erilis

L2: Carpets, Travel Goods & Bedding
Dec 24, 2008
23
4
sidetracked_rc3

Goal
Sidetracked is a little payload race map where each team must carry their payload from their spawn, through the train station and to the enemy truck on the other side. The first team to blow up the other's truck wins the round.

Back Story
By a wild coincidence both teams have broken down on either side of the same train station in the middle of nowhere. Carrying super secret supply shipments of deadly cargo, they intend on eliminating each other and must move their payloads through the train station and drop it on top of the other team’s truck.

This is the third iteration of the map. First iteration here: http://forums.tf2maps.net/showthread.php?t=19185

A huge thanks to Josh "Socktopus" Wu for building the amazing trucks and contributing a lot with feedback that improved the artistic and gameplay design.
 
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Lain

lobotomy success story
aa
Jan 8, 2015
724
757
Third iteration and already RC1... oh no..

Let me elaborate, you're working backwards. You'll want to make interesting gameplay spaces first and THEN artpass the map, not the other way around. Literally no halfway decent map in existence does it this way. Don't get me wrong, the detailing is AMAZING. But if detailing is more your forte, hit somebody up about detailing their map, and scratch that detailing itch while trying to get better at layouts by designing your own maps.
 
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Erilis

L2: Carpets, Travel Goods & Bedding
Dec 24, 2008
23
4
You're right and that's really great advice, thank you. Next map I'll try to get gameplay fleshed out more before detailing. I realize, especially after working on this map, that it sames me a lot of time and energy.

I had detailed it after playtesting a while back and considered it complete but later wanted to rework it and see if it would play better.

(Here's the first iteration that really sucked hard http://forums.tf2maps.net/showthread.php?t=19185 )
 
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Erilis

L2: Carpets, Travel Goods & Bedding
Dec 24, 2008
23
4
MaccyF, thank you for the kind words, I appreciate that.

I tried to give the impression that the track was hastily built from that spot and into the larger building. So that's what's happening at ground level, while the track above on the support structure is meant to deliver the bomb onto the deadly cargo--er, I mean--"food" truck. I've edited the description to give the fully backstory for the map.

Thanks again.

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SSX

aa
Feb 2, 2014
392
411
When I first saw this map, I honestly was under the impression is was going to suck because of how opened it was. But, when I got into game, holy shit was I wrong. The entire map flows amazingly well and it's really fun to play, I love that the map is only a couple of rooms and that's it.

Detailing is beautiful too, I don't think I've ever seen lighting in a map done like that before, and it works extremely well. I knew where I was going and wasn't second guessing it.

Bravo my friend. Bravo.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
I'm not a huge fan of how it plays once people get use to the maps layout. It turns into 2-4 demo's spamming from underneath the final capture point while you wait for ubers to build.

I had fun. Just can't see myself playing this map for very long. Since it's so small and open in strange ways (so grenade spam is easy on the center building) the replay value is minimal at best for me.

I think this is cool, it has a good idea that I wish had gone through more alpha testing. It's deceptively simple until you get into the building, where it's suddenly a little too open and complex. Easily spammed out, as you'll see from today's demo.

Great detailing as a lot of others have said.
 

Erilis

L2: Carpets, Travel Goods & Bedding
Dec 24, 2008
23
4
It turns into 2-4 demo's spamming from
underneath the final capture point while you wait for ubers to build... It's deceptively simple until you get into the building, where it's suddenly a little too open and complex. Easily spammed out, as you'll see from today's demo.
That's very valuable feedback, thank you so much. Yeah, I definitely noticed how by halfway through the match there were at least four demos on BLU lobbing pills into the building. I was very interested to see how class balance would be affected and the spam is disappointingly and most certainly a major issue.
I think this is cool, it has a good idea that I wish had gone through more alpha testing.
You and I both. It's an unfortunate hard learned lesson I now take away from this project. I will benefit from thoroughly playtesting my future projects before beginning work on aesthetics.
The entire map flows amazingly well and it's really fun to play, I love that the map is only a couple of rooms and that's it.Detailing is beautiful too, I don't think I've ever seen lighting in a map done like that before, and it works extremely well. I knew where I was going and wasn't second guessing it.
Thank you for the kind words. I'm so glad you enjoyed it! It's come a very long way from what it once was, especially in terms of appearance.
 
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