Operandi

PL Operandi A14

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Operandi - Alpine payload paying homage to Process and Gorge.

Alpine maps are pretty common, and Process/Gorge like maps are popular too, but I don't see payload maps with that specific version of alpine very often. Hence, Operandi.

Special thanks to:
-Yrzzy's locked door textures
-PoliteTim (aka Iron Doikles) and his advice
 
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Mess About

L7: Fancy Member
Jan 16, 2017
404
178
hey odd question, but why are there so many health/ammo packs? i mean they are everywhere!!
(if i didn't mess up my count, then there're about 25 small/medium healthpacks on your map)

also this
OXJXQgH.jpg
when the entrance open after you cap 3rd point, its door goes through the brush above
 

seanji

L1: Registered
Jan 13, 2019
35
19
Your A1 detailing is very good, especially the pipe patterns and windows. I'd personally replace the two stacked square containers with one rectangular container flipped on its head, if possible.
 
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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
-Moved one-way door near A to make the area less of a dead end for offense
-Added pipe ramp to defensive spot in B building to assist defense players that fall to the lower area
-Removed second-story shutter from B
-Adjusted some pack sizes
-Can't remember what else I did lmao
-Forgot to add clipping to the decorative bombs and carts inside BLU's spawn
-Removed Herobrine

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
-Actually added clipping to some stuff on BLU's spawn
-The rest of the unclipped stuff is now in a decorative area, simultaneously removing an empty and useless space from BLU's spawn from the playable area
-Fixed clipping near the new pipe at B
-Made shutter nearest to C slightly shorter so it makes more sense
-Adjusted sinage
-Fixed a shadow on a track prop
-Removed Herobrine

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tyler

aa
Sep 11, 2013
5,102
4,621
This map is cool but you probably need to do some larger structural changes to it rather than simply moving doors around/erecting fences and stuff. I put this in feedback, but the fact that the track moves away from Red before circling back to B means all that track is basically free real estate unless the teams are so imbalanced that red can hold. Which is actually kind of easy to do, since going into B is a grindstone.

I'd advise spooling the map out some, like Badwater or Upward, or making the track longer and rotate further around the central red spawn. A problem I think you're having is that you want to condense all the geometry and routes so that they serve a purpose for multiple areas, and it's creating problematic flanks or chokes that shouldn't really exist. The worst one of these is left of blue spawn, the drop down. It negates any ability for red to hold in front of A without someone coming from behind them, and A itself is not really easy to hold since it's just a huge open area.

It feels to me that unlike most maps, each area is a cap point surrounded by flanks or connectors--there's no intermediary areas to defend or try to control. These kinds of areas are pretty important! Not only will they help with the sense that the map is really short, but they will allow Red to fight back and avoid being steamrolled.

Last is kind of neat, but it's very exposed for red, which isn't very fun; it's also right in front of their spawn doors, which means they can duck in and out. The only reason it's possible to cap right now is because the spawn times are busted, I think. Last also feels like you put a bunch of arbitrary walls into a box instead of actually designing an area.

One thing I really don't like is the shutter doors. Usually maps employ these to cut off gross sightlines or for vis reasons. I can't figure out what any of the shutters in this map are doing, both the brush ones I marked and the prop doors. All they do is impede visibility. Is that intentional?

Aesthetically the map is neat, and I like some of the ideas, like how the track loops under itself, and the general structure above the B capture area. It's just that a lot of the areas to move and fight in don't really make sense or support good gameplay.

Also it's not easy but you can definitely jump from the barrels to that ledge and I did it multiple times as a heavy. I don't think it's a problem because it's difficult, but if you watch the demo you'll see me do it (and fail a few times). Tell Tim to learn how to jump.
 

Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:

General:
-Added mullions to almost all windows to make it more obvious that they can't be jumped through

A:
-Slight quality of life changes in BLU initial spawn
-Removed shutter door route between RED battlements and Beacon/Window entirely
-Added textures to Under (room w/ computers under Beacon/Window), and a few things around the A area to make this room more obvious
-Changed windows at Beacon to be dark glass + window nearest the dead-end of the room has a single pane missing similar to Badwater Last window
-Gate connecting A to C that unlocks on C cap now also works as a one-way gate into A prior to A being capped

B:
-Added one-way route from under A bridge to right near the point that unlocks when the cart reaches the doorway into the B building (this is indicated by a set of star decals at the door and at the point on the track)
-Made pipe ramp up to defense ledge in B building into a more obvious ramp

C:
-Added glass window to cover building just outside the upper exit from B
-Changed pipe climbing into Queens (room w/ giant window) into a staircase to make route more obvious
-Locked room with payload track connecting C to D until C is capped

D:
-General geometry changes, including larger balcony above payload track w/ see-through grate and adjusted defense-side battlements
-Some decorative geometry changes, including skylight from Process/Gorge (will probably be changed to be unique later on if it isn't removed entirely)

-Other stuff that I forgot idk lmao

Screenshots:
20190708183250_1.jpg
20190708183231_1.jpg
20190708183542_1.jpg
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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Gameplay:
-Removed weird dropdown door between A bridge and B yard
-ACTUALLY fixed broken one-way door at B

Visual:
-Replaced board over static shutter at BLU spawn with hand signs
-Added a couple of hydro arrow signs to make the two signs previously present in BLU's spawn yard less lonely
-Door at B that opened on B cap now opens split sideways instead of downward, keeping consistent with the rest of the map

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:

General:
-Changed a bunch of window textures
-Other minor aesthetic tweaks

A:
-Added textures to BLU spawn for shits and giggles
-Made Beacon slightly larger and added a bit of cover props inside
-Added arrow signs under bridge that somewhat block passage underneath the bridge that lower on cap A (you'd have to be actively disobeying the signs to get past them)
-Added window looking into B yard from bridge alcove

B:
-General geometry tweaks (less catwalks, more indoors with cleaner shapes and larger doorways)
-Added large train gate that opens slowly, stalling the cart, that also opens several other doors on fully open
-Star door is now one of the aforementioned on-gate-fully-open doors
-New route from A alcove to high balcony in B building (also a gate door)

C:
-Added another door leading into the building containing the cart path into D that opens on cap C (there was no proper direct route into D following the cart path from the shortcut gate route)
-Shortcut gate from A to C now clearly states that it opens on cap C (still a one-way on C side though)
-Removed railing from diagonal ledge near the cap

D:
-Made windows from Alphabet (room connecting all 4 points w/ dropdown) open slightly to allow shots but not passage through them
-Added see-through cover to left-most stairs near RED spawn to compensate for newly-opened windows

Screenshots:
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20190712230048_1.jpg


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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Adjusted cover in Beacon
-Adjusted location of moving arrow sign on A
-Added prop cover to bottom of bridge railing
-Removed door from A alcove to B balcony
-Completely opened door directly left of train gate
-Added dropdown route from garage at BLU spawn yard to Under

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:

General:
-Fixed some skybox brush-induced shadows
-Adjusted glass textures to be more consistent
-Adjusted some packs
-Adjusted stairs and ramps

A:
-Detailing
-Removed hanging platform in Dropdown
-Fixed part of a sign facing the wrong way

B:
-Made diagonal room in B yard into open rooftop
-Completely locked room containing cart track after the capture point, merged it with room containing the computers right next to it
-Made rooftop directly above aforementioned room into a room, added new stairs leading up to it from side area near chain fences

C:
-Added catwalk spanning from roof near giant window to battlements leading to aforementioned room

D:
-Adjusted cover

Screenshots:
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20190723220416_1.jpg
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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
-Added pipe near bridge fence to emphasize that you can't go over the fence
-Made chain fence in B building into one-way window favoring offense
-Can't remember wtf else I did but I need to upload this thing quickly for the imp running as of uploading this update

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-No more dev textures
-McJohn Power has been bought out by Wood Electric
-RED's base no longer has anything to do with rockets or space
-Window with missing window pane at A is now sealed shut
-Point A now has a radio tower
-C now has a satellite
-Changed all control point names
-Slight geometry, pack placement, and lighting tweaks
-Changed glass textures for the 50th time
-Added spectator cameras with actual cameras
-Other stuff that I forgot lmao

Screenshots (which will also replace the outdated A1 screenshots):
20190729193933_1.jpg
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20190729194516_1.jpg
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