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PL Rising rc1

Shad0w__

L1: Registered
Jun 8, 2016
11
2
Rising - A payload map with the theme of a desert that slowly leads to industrial/metal red areas.

This is Payload Rising
This map is a payload map with the theme of a desert that slowly leads to industrial/wooden red areas. The reason that the map is named "rising" is simple. The payload path rises. In fact, on the payload path, at no point does the cart actually head down apart from very slightly at the start.

Why Should I Download This Map?
Well if you do then leaving feedback for me would be greatly
appreciated as I have been mapping for 1.5 years and am improving a lot. I don't get a lot of feedback in the first place which doesn't help. It would also help you if you enjoy the map as you could invite your friends round for a game or two.

How Does The Map Play?
The map plays fairly well, there aren't too many paths but there are enough. I have attempted to balance the map for certain classes, although the map does favor snipers because of the long sight-lines, but only by a small way. As a Scout, you can jump on the rocks and roofs to get to places. As a Pyro or Spy, you are stuck to the lower ground but can use the cover to your advantage.

There are plenty of sloped paths and roofs for Soldiers to rocket jump onto and slide on, allowing chained rocket jumping. Engineers are very important on this map as there are obvious places for sentry's. There are a lot of sneaky parts of the map for teleport exits, allowing access behind enemy lines. For Snipers, there are nice balconies around the map with cover and a height advantage.

Although playing Heavy on this map is quite slow (as it is on most payload maps), there are a few flank routes that he can use to his advantage and rain down on enemy's. With Demo-man, there are edges where stickies can be places for a trap, include that with some thin corridors for Demo-men to shoot pills down or to charge through with the Chargin' Targe.

Briefly going over offence and defense. Defense is fun to play with sentry spots and height advantages, while offence tends to favor flank routes and cover to sneak up onto the defense.


Overall, if you do want to play my map then please do leave feedback, it really helps me out :)
 
Last edited:

Star Bright

L2: Junior Member
Jan 4, 2016
75
65
Would you be willing to show a few more screenshots so we can get the jist of the layout itself? You've certainly put up a good sales pitch.
 

Shad0w__

L1: Registered
Jun 8, 2016
11
2
- Changed the naming scheme to show that the map is in beta
- Added a new entrance to the second point for Blu to help them get capture
- Moved the second point back a bit to help with the capture
- Changed a few health + ammo pickups around
- Added more directions on where to go around the map for both teams
- Changed the skybox to more reflect the desert theme
- Removed an accessable roof at last point
- Ajusted the lighting as it was very bright for some people
- Expanded Red's first spawn as it was small
- Removed a questionable easter egg in the large hut
- Added better clipping on the ladder in the large hut
- Removed a clip where slower players could get ontop of a roof near last
- Improved optimisation
- Added nodraw to some parts of the map that could not be seen or were just unneccesary
- Moved some crates forward near the first point to improve map flow
- Added a black texture under some props that you could see enemys legs
- Replaced the concrete pipes with concrete blocks as someone pointed out that they had a bad hitbox
- Added a chimney on the roof across from the large hut that Blu could use to their advantage
- Made the metal door inside the large hut openable at any time BUT only people inside the hut can open it

Read the rest of this update entry...
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
Prefer the screenshots being available on here. Few things though.
1) While the map is in beta, the site version mentions a date. Just use the beta version string insyead of dates, less confusing.
2) Ramps that the payload cart are more curved than the one in the picture, because the tracks look off at a 45-degree angle connected straight onto a horizontal track. Good examples are plr finales like nightfall and pipeline.
3) Displacements are pretty flat, with minimal bumps.
4)Textures look weird on the right building in the first picture (In the workshop.).
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Keep in mind that you need to enter a new version string with your download update in order for the new file to actually be submitted.
 

Shad0w__

L1: Registered
Jun 8, 2016
11
2
- Added a new room up at the top of the orange wooden building after first point to give Blu a sniper spot
- Made the door at the large hut open-able from both sides
- Added cover throughout the map that gives Blu an advantage
- Improved navigation
- Updated nav mesh to feature new sniper spots
- Added a sign to block view from Red's first spawn to the sniper ledge
- Added doors that block the wooden hut until the first point is taken which they will then open
- Disabled HDR as people were having problems

Read the rest of this update entry...