pl_mill

infectedfury

L3: Member
Aug 30, 2008
124
39
beta 5 is here
millb5s.jpg


download from fpsbanana
tf2maps link soon

Author's Readme/Notes

Map name: pl_mill
Author: Infectedfury
Description: A 3-stage Payload map for Team Fortress 2 in the alpine style of lumberyard

note: map is designed for up to 24 players any more and map may be unbalanced


Version history:
--Beta 5--
large detail pass
improved lighting
objects now self shadow
one way doors now have no entry signs

cap 1--
modified walk way and door to the left of cap 1
moved door of middle building to be easier for blue.
made door only open when cap 1 has been claimed
removed wall that cover the door.
side room at one way door now has a window with opening that over looks the rock need red spawn
added pile of wood that can be climbed next to red spawn.
expanded red sniper deck and cap zone.

cap 2--
small wall added in the mill
removed hole on over pass after cap

cap 3--
expanded air vents so red can uses only when the 1st cap has been taken but cannot use when 2nd cap has been taken
added new red spawn room when cap 1 has been taken. cap is close to battlements and air vents
new side room near 2nd cap
more cover added to final cap
expanded side room at final cap
platform under water drop you can rocket, sticky or triple jump out
the map is split into 3 stages like goldrush.


--Beta 4--
cap 1--
wall added to the top of blues main spawn
moved over pass on cap 1-2 back and a bit lower
removed metal from over pass
added more hp to cap 1-2
removed bottom exit under overpass
added a one way door for blue on overpass
more signs
added more cover to side rooms on 1-2

cap 2 --
moved side door of the mill back
modified cover and ramp near door
added 2 new ways up to side room of cap 2-2

cap 3--
added air vent system for blue to flank cp 3-1 and 3-2

misc detail added and more sounds

--Beta 3--
---no public release---
changed the balcony out side blues main spawn to be an in closed room with windows
increased width of underground tunnel in cap 1
added side room to underground tunnel
added two way door to tunnel
added more cover to cap 1-2
misc bug and clipping fix
more detail


-- Beta 2 --
added more lighting.
fixed bug where payload would not go back in some places.
stage 1 -2 increased size 2 rooms to make for better for blue engineers
added new metal to expanded room
added more cover to stage 1 - 2
the start of stage 2-1 has some changes
fixed bug where engineers could build under some doorways
explosion at the end has been improved (you should like this)

-- Beta 2 --
added more lighting.
fixed bug where payload would not go back in some places.
stage 1 -2 increased size 2 rooms to make for better for blue engineers
added new metal to expanded room
added more cover to stage 1 - 2
the start of stage 2-1 has some changes
fixed bug where engineers could build under some doorways
explosion at the end has been improved (you should like this)

-- Beta 1 --
First release

Shots of beta 2
http://image.hazardstrip.com/ss/maps/168543.jpg
http://image.hazardstrip.com/ss/maps/168544.jpg
http://image.hazardstrip.com/ss/maps/168545.jpg
http://image.hazardstrip.com/ss/maps/168546.jpg

download b2 here
Download from fpsbanana
Download from tf2maps
_______________________________________________

shots from b1
http://image.hazardstrip.com/ss/maps/166913.jpg
http://image.hazardstrip.com/ss/maps/166912.jpg
http://image.hazardstrip.com/ss/maps/166909.jpg


I'll post some old wip shots and other stuff some time soon
 
Last edited:

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
I messed around on this map a while back when you released b1 because frankly it's the BEST looking alpine PL I've ever seen, by far. That said, what really ruined this map for me was huge number of small misalignments and cracks in things that made walking through the map less of a pleasurable walk and more of a treasure hunt, searching for every little crack where I could see into the skybox...

I actually had started taking pictures of them all when I realized I just didn't have the patience... :(

But you released b2 recently and I assume you fixed some or most of those. :D I can't wait to try the new version! I really can't tell you enough how well designed this map is, though, it's just splendid. ^_^
 

Galago

L2: Junior Member
Sep 29, 2008
90
5
Looks cool, I've yet to try it out. From the screenshots, it looks like it should be an arena map
(I see the medi-pack over pit of death deal... nice :D)
 

toutfou

L3: Member
Sep 8, 2008
136
16
Very cool looking and playing map, worth checking out :)

I actually had started taking pictures of them all when I realized I just didn't have the patience... :(

Instead of taking screenshots, you can just type 'getpos' in the console and copy/paste the result. That way any mapper can just load up their map, paste in the result and it'll take them to the exact point and camera angle you were looking at.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
We put this map up on [-Q-]'s new Custom Payload server, and it was a hit!

We had other maps like frontier, cashworks, halfacre, great heights, and dbheights, but Mill came out on top and is everyone's favourite. Fantastic work! We haven't found any problems with the map yet, however, we will look forward to every release!
 
Last edited:

infectedfury

L3: Member
Aug 30, 2008
124
39
We put this map up on [-Q-]'s new Custom Payload server, and it was a hit!

We had other maps like frontier, cashworks, halfacre, great heights, and dbheights, but Mill came out on top and is everyone's favourite. Fantastic work! We haven't found any problems with the map yet, however, we will look forward to every release!

cool :)

should have a new version soon. i did have b3 ready but i think it needs some more work before the i release it as it has some graphical bug that need fixing.

also here is a quick fly through vid of beta1
[ame="http://au.youtube.com/watch?v=w4FkFTmyln0&feature=channel_page"]YouTube - millmov.wmv[/ame]
 

Icarus

aa
Sep 10, 2008
2,245
1,210
The only problem I've seen is that cap 1-2 is very difficult to attack. Engies get a strong overhead platform to build on and spies get the best routes to get behind the enemy (through the water). Perhaps if you could make this a one-way door?
 

kaplan

L1: Registered
Mar 29, 2008
21
2
I have to agree with Icarus. Cap 1-2 is extremely hard to attack. Our guys love the map, but were extremely frustrated that they couldn't get pass the main chokepoint.

Maybe close off the room with the full health pack to prevent the red team from advancing outward? It would give the Blu team some sort of staging area to drop down to the far right with ubers to take out the sentries on the bridge.

I would love to see more directional signs for the Blu team as well. Players unfamilar with the map, after capturing the first point, primarily attack from the main chokepoint. Most are unaware of the underground route or the staging area, the building with the one way gate.
 

FLOOR_MASTER

L3: Member
Mar 10, 2008
118
140
I definitely agree with the CP 1-2 difficulties. A few suggestions for that point:

Give BLU a path to bypass the chokepoint shown and counter the extreme visibility/height advantage RED has in the final area (the existing lower exit is too vulnerable/seldom used and can be removed):
mill1.jpg


Likewise, give BLU A better sense of what they're getting into when using the dropdown here by adding a window:
mill2.jpg
 

infectedfury

L3: Member
Aug 30, 2008
124
39
Give BLU a path to bypass the chokepoint shown and counter the extreme visibility/height advantage RED has in the final area (the existing lower exit is too vulnerable/seldom used and can be removed):
yea I'll try changing it so you exit at the top.


Likewise, give BLU A better sense of what they're getting into when using the dropdown here by adding a window:
that could work. i have modified it a bit from when you posted this. so i'll see if i can fit a window in there. in b1 there was on cover and you could see right in.

also I have added a few more arrows around the place to show some of the side passages as i see too many people just try to go though the main choke points with out even looking for a side path
 

Icarus

aa
Sep 10, 2008
2,245
1,210
I was told to relay this to you.

the door on stage 3 for D that closes when they loose the first section - can close on top of someone, trapping them inside the door
 

kaplan

L1: Registered
Mar 29, 2008
21
2
In the middle of the screenshot, any chance you can close off that entrance so that the red team can't control the upper level? It would give engineers on the blu team a chance to set up a foward base more easily.