pl_bombastic_forest

PL pl_bombastic_forest b6b

Yoshark

L3: Member
Jul 29, 2016
128
137
A payload map set in a forest. Has a Train Hazard that the cart crosses.

Here's the vmf (Version b6b, google drive download)

Payload Checklist Contest Entry - Checks:
  • Payload crosses hazard
  • Payload crosses over own path
  • Payload goes straight for 1,500 units
  • Payload goes down 256 units in height
  • Dynamic Payload Element (Train)
  • 256 Unit ledges present
  • Non-Death pit Hazard (Train)
Credits for custom assets:
Berry's OwO Pack - Used A few sign textures and prop - by @Berry
Snowycoast Models and Textures - Used a single door texture - by @EArkham
Locked Door Texture - by @Yrr
Railroad Tracks - Bumper used in Out of Bounds area, not easily seen - by @Gadget

[*PLACEHOLDER FOR VIDEO SHOWCASING TRAIN HAZARD*]
 
Last edited:

Yoshark

L3: Member
Jul 29, 2016
128
137
Major rework to area around point B.

-Removed Red's 2nd Spawn, now 2nd spawn is Red's 3rd spawn.
-Removed Sight line onto B for Red by adding more building to Long Roof and added World Geometry to block view.
-Removed B sign building and replaced it with a more interesting building.
-Removed Closed door between Blu spawn and A.
*Reworked health and ammo pickups.
+Added World Geometry at B.

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Yoshark

L3: Member
Jul 29, 2016
128
137
In this update, I scraped everything pass point B and started on it again, as what was there was horrible and didn't play well. Red should have a better time defending.

Changelog:
-Removed everything beyond cp B, and started working on it from scratch. (kept the exploding train though).
+ Readded point C.
+ Added Spraywalls.
+ Sightline Fixes? (Unless they were in a6)

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Wyvern

Certified TF2 Cartographer
Feb 16, 2018
105
152
Looks cool so far! I really like the sense of height variation. A few things stand out though; for one, some of the areas look annoyingly difficult to push. Maybe shorten these areas to get a significant, but not debilitating choke point.
D9DB31BC-6D78-4A2B-B95A-BBC1F4827C97.jpeg

Side note: that’s a pretty significant sightline too, but it should be ok if BLU gets the high ground.
Other than that, some places might be just a smidge empty, but that shouldn’t be a problem as of now. Keep working, yoshi; I like this one!
 

Yoshark

L3: Member
Jul 29, 2016
128
137
+Added Sewers between B and C
+Added Health and Ammo packs around map.
*Redid drop building next to payload respawn
*Fixed issues regarding the payload respawning
  • Payload respawning no longer auto-wins BLU game
  • Train no longer appears during overtime. Fixes insta-lose for BLU.
*Capping B now activates BLU forward spawn.
*Fixed visualizer for forward spawn BLU.

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Yoshark

L3: Member
Jul 29, 2016
128
137
Bug fix update for the payload respawning system. This time, it should no longer get stuck when certain edge cases happen.

For future reference for those who try and mimic my system, make sure that scripted movement and allowed player input cannot overlap. Else you get events called that break the system for handling the scripted event.

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Yoshark

L3: Member
Jul 29, 2016
128
137
Change log:

+Added Patches to all health and ammo pickups.
+Added many playerclip brushes
*Widened ramp for payload before capture point C.
*Roofs are no longer thicc bois and are 4 HU thick.
*All doorways are now clipped so that entering and exiting is smooth and players cannot get caught.
*Map geometry changes to try and breakup sightlines even more
*Increase train speed slightly
*Train now appears more frequently
*Changing download page to include new screenshots of map.

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Yoshark

L3: Member
Jul 29, 2016
128
137
Since we're in beta now, gameplay changes may still be present, but won't likely be as drastic as back in alpha.

+Added platform around B to give RED better chance of defending.
+Added Shed at D to facilitate RED trying to defend D.
+Lighting Improvements
-Removed over arches as there was no longer any need for them.

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