Mountainside

PL Mountainside b11

Bakscratch

Finisher of Maps
aa
Oct 29, 2010
714
1,492
Mountainside - A single stage map with the cart being pushed down the side of a mountain to red base

Orphan of YM

Payload Mountainside is a single stage map with the cart being pushed down the side of a mountain to the red base.

I am looking for changes that could be made and feedback on detailing/ clipping/ optimisation and anything else.
I am also looking for someone to help with a trailer (looking at you @Fantasma ) and anyone to make sfm advertising material. Also if anyone wants to help with potential custom models and textures.
 

Bakscratch

Finisher of Maps
aa
Oct 29, 2010
714
1,492
A change I have been thinking about is blocking of the drop from blue spawn.
Screenshot%202016-02-03%2002.07.31.png

I feel that this will stop the (map has no flow) as plays can just go anywhere at the start. It also addresses many sight line issues from blue spawn to last.
If anyone has more ideas let me know.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Yes. Yes. A thousands times yes. This map is horrible to play due to the lack of flow so anything you add to control it will easily improve it.
 

Bakscratch

Finisher of Maps
aa
Oct 29, 2010
714
1,492
Yes. Yes. A thousands times yes. This map is horrible to play due to the lack of flow so anything you add to control it will easily improve it.
I remember you and few others being fairly vocal about that. I dont wanna completly ruin the idea of the map but reduce on the major issues, I think that putting the fence there it will drasticly decrease the amount of complaints about the map being open. Im still alouing jump classes to jump over but with the punishment of fall damage.
 

Bakscratch

Finisher of Maps
aa
Oct 29, 2010
714
1,492
Radical posible changes.

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So Im gonna try a few crazy idea and what sticks, 1st thing I like to try is adding a building from 1st to 2nd. This will give red somewhere to defend as well as break up many sight lines that are around this area. This isnt final just something im wanting to test.
 
Sep 19, 2010
475
499
Ooo, always thought this map was really cool. Glad to see you picked it up. Looking forward to what you put out. :)
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Oh cool, PL_Downward is back.
 

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
Hey man, sorry for being that negative during the imp. When i get slaughtered over and over, i get more emotional about it than i probably should. Combine that with the fact that i'm a worse player than a lot of the players during the imp, and there's a dangerous brew where i might say things that go over the top in retrospect.

I'll try to be more constructive.
1. As an attacker, the first point is really, really taxing. There are so many ways for the defenders to set up that it is kinda impossible to know where they will be. Pushing the cart forward doesn't really help because the first control point is so far away that the defenders are able to fall back and set up a second line of defense without giving up A, from which they are eventually able to recover because the distance eliminates the advantage BLU has by spawning there.
I eventually completely stopped going along the rails, went around and attacked the back of the RED players getting out of spawn because that was the only way for me to feel like i was helping.
2. The bushes on the ground, especially the one in front of the left BLU spawn exit and on the path down left from the cart completely hide minisentries and are big enough to make me not know exactly where it is to shoot it.
3. The path from C to D seems to have much of the same problems i described in 1, although i wasn't able to play it very much. At all times i felt that the layout rewards pushing the attackers way back as a defender, because as soon as the attackers get past the first fence, there could (and there were) ambushes in more directions than i was able to process (as said before, that might be because i'm a pretty average player.) The only path that felt like a flanking option is the dangerous one where you might fight a surprise train.
4. While i like that the "sniper roof" on C got clipped, it's not really obvious that it is visually because it's about the same height or even lower than B. I took fall damage more than once while trying to jump on top of it.
5. I got really big frame drops on BLUs first spawn, both when exiting through the door where the train passes and the middle door, which is unusual for my system. I didn't encounter big frame drops anywhere else.
 

wake

L1: Registered
Jan 23, 2016
9
5
I really feel like if you wanted this map to be competitive you should remove the trains, as random hazards attribute to negative gameplay. Love the map though, second point is definitely my favorite as I love the verticality of it, and the bridge above the whole area is awesome.
 

seth

aa
May 31, 2013
1,019
851
I really feel like if you wanted this map to be competitive you should remove the trains, as random hazards attribute to negative gameplay. Love the map though, second point is definitely my favorite as I love the verticality of it, and the bridge above the whole area is awesome.

I don't think this map was designed for competitive.