Campainia

PL Campainia A8

B!scuit

L4: Comfortable Member
Aug 12, 2016
196
267
Campainia - The campaign of pain is filled with train(s)

Based on a 5 month old idea, this map went through a lot of layout changes before becoming a 2-stage payload map inspired by no less than 2 coastal towns and Jack Churchill. The first round is inspired by Cudillero in Spain with the second drawing more from Salerno in Italy (found in a region known as Campania). Did I mention the payload cart changes between rounds?

All the great Frontline assets made by the Frontline! project team.
Installation: Just drop in your tf/maps folder and you're good to go!

If you have any missing textures or models let me know!
(In the meantime you can download the Frontline Pack which should load the resources properly :3)

(Currently has a bug where once a round has been one and teams switch Red Team members may spawn in their second spawn. Respawning immediately teleports to the correct spawnroom but I am working on a permanent fix.)

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round_a_cp2_capped_garage.jpg

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sewer_entry.jpg
sewer_sideroom.jpg
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round_a_finale_capping.jpg

round_a_finale_tank_moveup.jpg

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B!scuit

L4: Comfortable Member
Aug 12, 2016
196
267
no more spawn bugs! (hopefully)
  • removed all but the first blue and last red spawns
  • contemplated the importance of sloped rooftops
  • hacked off S2 because I wasn't happy with it
  • put a small garden in the apartment balcony
  • removed a window from the last point
  • nerfed what sightlines I couldn't kill
  • added an extra route to the start
  • reworked the hotel exits
  • added a 3D skybox
  • aesthetic changes
  • clipping fixes
by some miracle i got it under 50MB

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B!scuit

L4: Comfortable Member
Aug 12, 2016
196
267
Updated to Frontline 1.1.1 pack!
  • fixed red not spawning properly
  • new traversal options in the minefield
  • a bigger tree near the red bread shed
  • lighting fixes
  • texture changes
  • more skybox stuff
  • changes to hedges
small and secret changes

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GooGuGajoob

L12: Pro-crastinator
Mar 28, 2014
175
101
This map looks real pretty and neat!

You've got a lot of creative ideas too in the layout like the tunnel going under. I do wonder if it'll be crampy in there, but I think it will honestly work unless play-testing reveals otherwise.
 

B!scuit

L4: Comfortable Member
Aug 12, 2016
196
267
+ new signage
+ fixed cubemaps
+ added more windows
+ redesigned blue spawn
+ added some area-portals
+ made drop down two way
+ fixed skins for locked doors
+ made cave exit door one way

+ made beach more appealing
+ made courtyard more enticing
+ replaced clock-tower with bell-tower
+ re-opened the hotel and clock-tower
+ extended blue safe to the start gates
+ changed the finale to be more logical
+ widened some doorways and windows
+ changed timing (spawnwaves included)
+ redecorated hotel to look less like a hotel
+ added a nice, soft awning under a leg-breaking drop
+ improved re-packed filesize from 49.72MB to 41.96MB
+ added a fence to keep (most) projectiles out of blue safe-zone
+ renovated clock-tower stairwell and red_bread_shed basement

- removed ladder
- removed "alerts"
- removed submarine
- removed floating b17s
- turned down tone-mapping
- raided the sewer storeroom
- localized deafening mine explosions
- converted some jumps into ramps
- reduced mine damage to 115 from 149

- removed points A and C, it's just two points now.
- reduced
cart recede speed to one-third light-speed
- removed "modern-lookin' apartment building" (Castlemaine Brewery)
numerous unlisted changes

Stage 2 and Sewer (entire space from A-B) redesign coming in A5

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B!scuit

L4: Comfortable Member
Aug 12, 2016
196
267
+ redesigned blu spawn
+ redesigned red spawn
+ redesigned last
+ added some area-portals
+ sewer totally redesigned (mostly)
+ added a new route into the sewer
+ minor beach redesign
+ made capture animations shorter
+ made track less flat
+ moved the hotel's lower floor entrance towards red
+ made the warehouse staircase go all the way from one floor to the other
+ added playerclips to help players trying to enter sewer backwards
+ clipped windows on red's angled walkway
+ nobuilded red's overpass
+ opened a window in red's overpass
+ tweaked lighting
+ clipped a bunch of windows
+ added some windows
+ unnecessary detailing
+ added doors to seal off the smaller red shortcut to A once A has been captured
- shrunk blue spawn's safe zone back to the spawnroom
- changed around a bunch of health and ammopacks
- closed the old courtyard entrance
- removed trump duck dump truck
- removed the horrible fence from the beach
loads and loads of unlisted changes

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Jekyllson

L3: Member
Jun 20, 2015
115
67
What's the name, by the way? The Spanish word for campaign is "campaña".

[EDIT] OK, so it's a pun on pain, but it's kind of a weird one, because the "pa" in cam-pa-ña is pronounced like "paw", not like "pay". If you really want to make a pun, might I suggest that the name "Campena" (which would be pronounced like "Campaign-uh")? "Pena" is a Spanish word that refers to both sorrow and punishment.
 
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B!scuit

L4: Comfortable Member
Aug 12, 2016
196
267
It's actually a region of Italy, thought it fit well with Frontline because of WWII and all that. Pretty good name though, loads deeper than what I went with!
 

B!scuit

L4: Comfortable Member
Aug 12, 2016
196
267
There are 5 health packs in this picture:
pl_campania_a60000.jpg

pl_campania_a60006.jpg pl_campania_a60005.jpg
pl_campania_a60008.jpg pl_campania_a60011.jpg
can you spot the fifth?
 

B!scuit

L4: Comfortable Member
Aug 12, 2016
196
267
Campania A6 is almost all blocked out
pl_campania_a60051.jpg

pl_campania_a60007.jpgpl_campania_a60009.jpgpl_campania_a60016.jpgpl_campania_a60018.jpgpl_campania_a60021.jpgpl_campania_a60036.jpgpl_campania_a60022.jpgpl_campania_a60043.jpgpl_campania_a60042.jpg pl_campania_a60053.jpgpl_campania_a60034.jpg
 

B!scuit

L4: Comfortable Member
Aug 12, 2016
196
267
Stage 3 has a while to go yet
pl_campania_a60026.jpg

pl_campania_a60027.jpg pl_campania_a60028.jpg pl_campania_a60045.jpg

Also the skybox is a messy nightmare
pl_campania_a60020.jpg

pl_campania_a60040.jpg pl_campania_a60049.jpg pl_campania_a60050.jpg
 

B!scuit

L4: Comfortable Member
Aug 12, 2016
196
267
It's less flat now! and real multi-stage!

kept minefield of temptation
kept big tank
kept alternate cart for final stage
kept cramped alleyways
kept sewer
kept unclipped rooftops
added nobuild 3;
added deathpits >:3
added potential skill jumps o3o
expanded beach
and a bunch more new stuff!

hopefully this is better than a5
note: stage 3 isn't 100% built but everything else is playable
note2: more screenshots in the discussion thread

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B!scuit

L4: Comfortable Member
Aug 12, 2016
196
267
We've got a leak!
leaked.jpg
Took me a while to wrangle the areaportals but A7 is here!

GENERAL:
refined lighting
more optimisation
more freedom
fixed some doors not being up to code

STAGE 1:
added some palm trees
added an under route to the dock
removed wooden pier
blew a hole in the courtyard roof (take that seagulls!)
removed a bunch of playerclip from rooftops
boarded up a drafty window in the Blu warehouse
turned the house next to A into a shack
added bridge to courtyard and opened it up a little
made the little door in Blu spawn open after A is capped
tweaked playerclip in courtyard
sold some crates
extended 3500Hu sightline to 4500Hu
added a lighthouse
added a sandbar
modified naval mines:
changed sound to ambient_generic using !activator as SourceEntityName

gave each mine a trigger_hurt (underwater concussion)
upon detonation, each player will recieve:
85 damage if within 256Hu and not in the water
115 damage if in the water but out of the 512Hu blast radius
115 + 85 = 250 damage if underwater and within 256Hu
the mines at the back have a 384 unit radius

also the mine doesn't hurt teammates but the trigger_hurt can!
(I don't know how to fix this)

STAGE 2:
removed playerclip from all the rooftops
replaced fancyhouseTM roof with gaping hole
added some more routes around the minefield
added some stairways upstairs
remodelled Blu spawn
fixed all the spawn doors not having team filters (no-one noticed)
moved Red's spawn doors back
widened the Blu flank cliff
opened garage roof
added heavy routes to the rooftops
opened a building in the courtyard
fixed mine respawn system, Thanks 【EmNudge】 for explaining AddOutput!

added STAGE 3

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B!scuit

L4: Comfortable Member
Aug 12, 2016
196
267
Took a month longer than expected (I started in June) but Alpha 8 is here!
+ Now Single-stage!
+ Relocated Blue spawn to the lighthouse
(and everything after that you'll just have to see for yourself :3)


・゚: *・゚:* Happy 1st Birthday Campania! *:・゚*:・゚

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