Laborde

PL Laborde a39b

nesman

master of fast travel
aa
Jun 27, 2016
1,296
1,184
Positional Lines

d3hz6wO.png
 

nesman

master of fast travel
aa
Jun 27, 2016
1,296
1,184
-improved engineer gameplay on all points
-adjusted upper route to A
-removed windows at B
-moved BLU spawn that enabled after C to before C for better player flow
-added timed door that opens once C is capped for better player flow
-added route on last to allow RED to attack BLU's high ground easier
-moved BLU's lower attack flank on last to where the corridor is allowing for ease of pushing the cart
-add health/ammo and adjusted various placements

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nesman

master of fast travel
aa
Jun 27, 2016
1,296
1,184
Probably my last attempt at fixing this current last unless I get hit in the face with inspiration to fix it, otherwise I'll redo it again.

-moved cliff route
-flatted blu upper
-gave red more areas to defend from on last
-buffed engineer spots on last
-added door at C that opens slowly when C is capped for a better path to last
-optimized heavily
-threw some textures on blu spawn

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Last edited:

UNASU135

L1: Registered
Feb 1, 2021
2
0
Can I use your map to learn about pl map?
I wanna retexture it and release my version on workshop.
 

pont

huh? wuh?
aa
Mar 15, 2018
345
522
Can I use your map to learn about pl map?
I wanna retexture it and release my version on workshop.

this is exceptionally poor form. iterative level design takes a lot of work and it's really rude to be like "hey can i just take this and reupload a cheap flip?"
if you need help with learning about payload design and/or logic, join the tf2maps discord server (link's on site frontpage sidebar) and ask in the mapping help channel.
 

nesman

master of fast travel
aa
Jun 27, 2016
1,296
1,184
Can I use your map to learn about pl map?
I wanna retexture it and release my version on workshop.
Do not touch my map. Thanks.

If you want to learn about payload use valve maps that are in the game and finished. This still has a lot of development work to be done.
 

nesman

master of fast travel
aa
Jun 27, 2016
1,296
1,184
a33b Notes
First Test Notes – EU Server


Final Area – I might redesign it again.

Some thoughts
- Comparing to other payload lasts the area is quite small and cramped.
- The cart path is a straight corridor but seems to be working.
- Red has a hard time holding upper.
- The design just feels bad with current layout.
- Revert to similar cart path like in a15 with the indoor borneoish last (the S curve path makes for less of a long cart corridor).
o Feedback for that version Ido left a15(?).
o “The routes at last for blue are not very good. The main route feels correct, but the other two are both really easy to spam out. The inside route that red has to jump for is no longer quite as good for red pushing forward, but its still just about useless for blue, and the only other flank just delivers you directly next to the main route and is hardly a flank (not to mention, it takes the longest to walk there of any route).”​


Rotating on last was weird for red.

- It was hard for them to go from the lower area to the upper flank blu has entering the area.​
Pit could be pushed further back towards reds spawn.
Pit could use a little baby ramp for a rollback zone.


Point A
Flank at A felt weird too.
- If red knew to hold it well, they could shutdown blu from pushing into A.
o Might make sense to boost health kits or make it harder for red to push into that area.​
- It appeared blu was not using the other flank too well.
o Why is that? Health/Ammo? Strategic advantage?
§ The route either spits you out at the level of the sentry spot or back into the cart path offering no real advantage for flanking.​

upload_2021-2-1_22-41-40.png
upload_2021-2-1_22-41-47.png


Odd things
Door out of red primary spawn is too slow for scouts still.
Roof outside of blu primary seems like you can jump on it????
First round people were having issues where players could get behind easily.
- Didn't seem to happen that much in other rounds?
o Could be possible first round issue.​



Second Test Notes – US Server
Point A
Red seems to hold that outside side flank and shut blu down from pushing in.
- The other route seems kind of useless.
- One blu got pushed out of that only good flank they could not take A or push back in.
- Bad sightline from the crate corner all the way to blu spawn
- Is red using the lower stairs to access that flank or is it the crate?​


Point C
- Either add more time when C is capped or make A more blu sided.​


Last point
- Remove or move large ammo where sentry spot is on last that’s OP.​