Emerge, pt. 2

PL Emerge, pt. 2 rc2

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Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Emerge, pt. 2 - Fr0z3nR's PL map, thawed and revived

A single-stage Payload map originally made by Fruity Snacks (formerly Fr0z3nR). I'm just continuing where he left off.

Original thread
 
Last edited:

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
This map has emerged from the depths of the site, being resurrected by a new author.
 

Aeix

L3: Member
Feb 14, 2016
147
58
Glad to see someone took up this map - it looks pretty nice :)
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Thought this was amusing.

C7CEAD70085F31D78400A19C63BC1382C580A177


Now I want a shader that can do noir-style windowshade silhouettes reliably.
 
Nov 2, 2010
355
1,048
Not sure if this was mentioned in the map test so I'll put it here because I think it's crucial: the placement of checkpoints along the track in this map is really strange. In most payload maps, you'd put the checkpoints after each of the main areas where BLU will struggle, eg a key chokepoint or a big slope. If I were you I would shift A to the top of the really big ramp and have B at the entrance to the big room with the crates. Even after B is capped, BLU still spend most of their time fighting in B's capture area before the final stretch.

One other thing: I couldn't find any health or ammo around this area:

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Maybe I'm just blind but it made pushing here as BLU really difficult because they always had players in the building across and you had to go aaaaall the way back along the track to get to the health.
 

Muddy

Muddy
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Sep 5, 2014
2,574
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pl_emerge_a11

* shortened the path at the start a little and moved the first checkpoint to the top of the slope

* big-ass dropdown closes off after the first point is capped

* moved second checkpoint forward so it's in front of the hut instead if in it

* red's shortcut to second is closed after the second point is capped

* added a teleport to the first forward spawn when it's disabled

* removed all rollbacks

* other misc stuff

Read the rest of this update entry...
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
pl_emerge_a12

* completely remade blue spawn and starting area

* also remade finale

* gave red a forward spawn that disables after A is capped

* lowered setup time from 70s to 60s

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Muddy

Muddy
aa
Sep 5, 2014
2,574
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* reverted changes back to a9 because everything I did after that was garbage

* remade last again

* also accidentally skipped a13 and didn't notice until after I'd compiled and packed and compressed and anyway 13 ooOOOooooOOoo

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Muddy

Muddy
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Sep 5, 2014
2,574
4,592
General:
* improved clipping, optimisation and lighting
* some misc detailing changes
* aligned all the misaligned func_respawnroomvisualiser entities

BLU spawnyard:
* made BLU spawn a little less tight

Point A:
* increased RED's respawn time from 9s to 10s
* improved clipping on the bucket elevator by the upper building
* the doors that close off the upper building are now rotating doors rather than shutter doors, cos I figured that'd make more sense

Point B:
* blocked off the entrance to the building between A and B and added another exit elsewhere that should hopefully be harder for RED to flank while also making it harder for BLU to completely wreck a defence if RED isn't paying attention

Point C:
* reworked RED spawn a bit
* reduced RED's respawn time from 9s to 7s
* removed rollback from before the capture zone since I think the thinner PL hud looks nicer
* reduced blast radius of the cart explosion

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Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
* I had a changelog for this but I don't know where it's gone

* all I can remember is that I deleted and remade RED spawn again, and lowered RED's respawn times from 10s to 8s when the first point is captured, and then to 7s when the second is captured

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Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
General:
* reduced starting map time from 4m 30s to 3m
* reduced max round time from 10m to 6m
* adjusted spawn times to give RED a bit more of an advantage
* added some more signs around the place

Point A:
* fixed players being able to block the cart from under the bridge

Point B:
* remade BLU's second forward spawn
* made another route bypassing the Corridor of Death

Point C:
* added a health and ammo kit for defenders
* put some more railings around the deathpit at C to (hopefully) stop people from accidentally jumping in
* fixed players being unable to build stuff on the wooden stairs that get destroyed in the cart explosion

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Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
pl_emerge_a18

General:
* increased RED's initial spawn time from 6s to 7s
* improved clipping
* added a couple signs since one or two people still tend to get a little confused where to go at times
* added some areaportals to hopefully improve framerates

BLU Spawn:
* started basic artpass

Point A:
* pushed the doorway at the bottom of the ramp forward to make it less spammable
* also made said doorway wider
* added health and ammo to the long flank route

Point B:
* expanded the cart route between Point A and Point B to hopefully make it less spammy and crazy

Point C:
* added some cover to the hallway leading to C

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Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
General:
* full artpass whee
* changed environment lighting and skybox to something more fitting
* increased both teams' overall spawntimes by 1 second

BLU Spawn:
* reduced the size of the wall between the spawn points and the exits to make it easier to exit spawn

BLU Forward Spawn #1:
* added a second resupply locker

Point B:
* adjusted clipping on the metal pipe going over the point - people can once again stand on it, plus the supports are now clipped better

Point C:
* added a full healthkit on the wooden plank *twiddles moustache*

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Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
General:
* included a snow overlay (snowverlay) from the Frontline pack to make the snow more flush with the ground
* fixed a couple handrails having no clipping
* fixed some misplaced props/brushes/textures
* manually clipped some props that have really bad collision meshes
* fixed dodgy lighting on some props
* other general clipping improvements
* small detail changes

BLU Forward Spawn 1:
* modified detailing to be more BLU-oriented
* fixed spawndoors closing if someone is standing in the trigger when the spawn is disabled (for real this time!)

Point B:
* fixed floating cart in the connector between A and B

???
* ???

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Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
General:
* fixed some dodgy lighting

Point B:
* lowered BLU team's respawn time by 1 second after capturing B
* fixed a railing that was solid

Point C:
* fixed the metal barrier having no collision (no idea how I missed that lol)

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Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592