[WIP] pl_pitchblende

Equinoxo

L2: Junior Member
Feb 1, 2009
79
51
PL_Pitchblende

After a couple of weeks of inactivity and mysteriously disappearing RAM, I finally have a playable version of this map, available for download Here
picture.php

Here's the synopsis:
Red have set up a quarry mining pitchblende, and are extracting uranium from the ore to produce nuclear weapons and power sources. Blu teams job is to push the payload to the bottom of the quarry and beyond to destroy the facility hidden underground and stop Red's weapons R&D program.

Alpha 3 notes.
I'm aware of the sheer advantage snipers will have on this map, so I'm completely (and sadly) tearing down and rebuilding the first two areas of Round 1, as well as resizing and shortening them (I aimed a little too epic..)
Round 2 will probably remain the same, just bear in mind there are no props and needs sight-line blocking!
The Round 3 area is also far from finished, it's mostly there to house the entities and block out the layout.
Also, beware of getting stuck on jutting displacements!

This certainly is nowhere near a playtesting state, however all the entities present and working.
So if anyone fancies just having a look and leaving a little feedback that would be immensely appreciated.

Equinoxo out.
 
Last edited:

tortilaman

L1: Registered
Aug 1, 2008
17
1
sounds like this map has some potential. First one seems like it could possibly be a sniper haven. Get some screens up!
 

Equinoxo

L2: Junior Member
Feb 1, 2009
79
51
I've got that one covered, hopefully there will only be two or three effective sniper spots, each of them easily flanked and none of them covering all of the exits. I've yet to place displacements and props. It's coming along though.
 

Equinoxo

L2: Junior Member
Feb 1, 2009
79
51
This here is an overview of the initial assault area of Pitchblende.
picture.php

This has been completely torn down and redesigned from a 3 CP long haul payload marathon into two bite-size CP nuggets, focusing more on close combat and vertical gameplay, rather than a cross-country jog and a veritable sniper-fest.

Now, I'm not satisfied enough with what I have so far until I come up with a decent enough idea for my third round.

However, viewing from high above in this aerial snapshot, I have come to question my design decisions. You see, my plan was for Blu to spawn in and around that little hut at the top of the shot. Now, it has occurred to me that it would be infinitely more logical, from both a gameplay and a design perspective to have Blu spawning inside the tunnel that has a Blu train emerging from it, no? Thus opening up another area of the map on either side of the tracks, and saving me from the headache of blocking sight lines and installing doors to the hut in a way that made sense. Hurrah!

For all the wonders and time-saving antics conception and pre-planning possess, sometimes the best idea is to just dive into this small area of the world you've created and see what fits.