- Sep 10, 2008
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pl_waste_a4
pl_waste_a4 (formerly known as smog)
5CP Tug-o-War Payload
I've been constructing a map with a system similar to Well/Granary, except it uses a payload cart instead of the standard CPs. I designed the layout of the map in an S-shape, so I could have the payload track run the shortest route, but is also the most choky. Key locations are further away from the track, offering more open areas and pickups to act as strategic routes to flank the enemy.
Please provide feedback, whether it be bug reports or even small requests. Beta 1 ETA one week.
Central Courtyard
Objective:
Escort the payload to the enemy base. Stand near the payload to make it move.
Map Layout
Other Notes:
The payload moves faster as more teammates stand near it.
RED Courtyard
BLU Factory Checkpoint
BLU Factory
BLU Final Terminus
Heatmap Use: http://i188.photobucket.com/albums/z200/CustomWars/pl_waste_a30017a.jpg
Changes for Alpha 4:
-Fixed the error "ED_Alloc: No Free Edicts", causing the map to be unplayable with large server populations
-Fixed RED prop room containing a BLU theme
Changes for Alpha 3:
-Added detailing (ALMOST COMPLETE)
-Payload now explodes regardless in the case of a stalemate
-Added spectator cameras
-Moved first forward spawn back a bit
-Reduced lengths of alternate routes for cap 2/4
-Increased cap time for center CP
-Moved pickups more towards alternate routes
-Removed area under the middle cap
-Door no longer traps people when payload passes through it
-Capturing the final terminus now credits the correct people
Changes for Alpha 2:
-Removed delay before the cart becomes "neutral"
-Enlarged Cap 2/4 areas
-Replaced Sewer props with brushes
-Moved final forward spawn towards last point
-Added more healthpacks
Changes for Alpha 1:
-Smog Released for early playtesting
pl_waste_a4
pl_waste_a4 (formerly known as smog)
5CP Tug-o-War Payload
I've been constructing a map with a system similar to Well/Granary, except it uses a payload cart instead of the standard CPs. I designed the layout of the map in an S-shape, so I could have the payload track run the shortest route, but is also the most choky. Key locations are further away from the track, offering more open areas and pickups to act as strategic routes to flank the enemy.
Please provide feedback, whether it be bug reports or even small requests. Beta 1 ETA one week.
Central Courtyard
Objective:
Escort the payload to the enemy base. Stand near the payload to make it move.
Map Layout
Other Notes:
The payload moves faster as more teammates stand near it.
RED Courtyard
BLU Factory Checkpoint
BLU Factory
BLU Final Terminus
Heatmap Use: http://i188.photobucket.com/albums/z200/CustomWars/pl_waste_a30017a.jpg
Changes for Alpha 4:
-Fixed the error "ED_Alloc: No Free Edicts", causing the map to be unplayable with large server populations
-Fixed RED prop room containing a BLU theme
Changes for Alpha 3:
-Added detailing (ALMOST COMPLETE)
-Payload now explodes regardless in the case of a stalemate
-Added spectator cameras
-Moved first forward spawn back a bit
-Reduced lengths of alternate routes for cap 2/4
-Increased cap time for center CP
-Moved pickups more towards alternate routes
-Removed area under the middle cap
-Door no longer traps people when payload passes through it
-Capturing the final terminus now credits the correct people
Changes for Alpha 2:
-Removed delay before the cart becomes "neutral"
-Enlarged Cap 2/4 areas
-Replaced Sewer props with brushes
-Moved final forward spawn towards last point
-Added more healthpacks
Changes for Alpha 1:
-Smog Released for early playtesting