This is a 3-stage payload map, still alpha.
--
a19 notes:
-2nd pass detailing 1-1, adding custom rock materials
-some minor detailing elsewhere
-removed a ledge to make 2-2 less defensible
-added a railing to make 3-2 less defensible
a18 notes:
-optimization to 1-2
-added nobuild to elevator in 3-2
-expanded interior of cap point in 2-2
-added structure to bridge in 3-2 and tweaked pathways around it
-added side room spawn exits for red in 3-2
-tiny bit more detailing in 2-2
-removed 30 seconds from time gained by capturing 1-1
-removed railing on balcony near the end of 1-2
a17 notes:
-some detailing to 2-2 and 3-1
-optimization around 2-2 and all of 3
-removed some brushwork and replaced it with models
-attempt to fix the cart killing people randomly on some servers
-reduced time gained from capturing 2-1 by 60 seconds
-moved the final capture point slightly back, shortening the path a small amount
a16 notes:
-added cover along bridge in 2-3
-decreased time gained from capping 2-2 by 30 seconds
-minor fixes
a15 notes:
-broke apart ground between 2-1 and 2-2 to make it easier to attack
-added side path into cap point structure at 2-2
-minor fixes and lighting brightness increases
a14 notes:
-integrated previous version's changes to 3-1 and 3-2 into the complete map
-significant redesign of 2-2 and 2-3
-small redesign of start of 2-1
a13c notes:
-shorter respawn times
-attempt to prevent cart from killing people
-attempt to address door problems
-nonsolid railing fixed
-nobuilds and player clips in problem areas
-added shortcut for attackers that opens for 2nd stage
-moved final point deeper inside final room
a12c notes:
-complete redesign of the third segment (isolated in a12c for testing)
a11 notes:
-optimizing and removing waterindicies so they won't overflow as I detail the rest of the map
-tweaks to b2 and b3 areas
-tiny bit more detailing
a10 notes:
-integration of all previous segments into one full map
-first pass detail complete in first segment
-first pass detail underway (but still spotty) in second and third segments
-first pass 3d skybox underway, still quite rough on some things
-very rough first pass of clip brushes, spectator cams, etc.
-other minor changes to:
--3rd stage cart path
--2nd stage red defenses
--3rd stage first area blu spawn
-needs in particular:
--engineer feedback
--gameplay feedback
--performance feedback in 1st stage
-other plans:
--custom models for 3 things (turbine, crane, bucketwheel)
--as few custom textures as I need to still get the 3rd stage looking right
a9c notes:
-third stage still isolated for gameplay testing
-moved 1/2 of red spawn points to another spawn room on other side of final point
-shortened bridges into final point, other small tweaks
-completely redesigned first point & area around it
a8c notes:
-3rd stage isolated for gameplay testing
-removed topmost balcony level in first segment
-closed off some dark corners in the first segment
-added second path from blu spawn into the first segment
-tweaks to upper generator level in first segment
-lowered balcony level inside second segment
-added one-way door that opens out from final room to cut off one angle of attack
-fixed some holes that led people into the bad place
a7b notes:
-this is the 2nd stage of the map isolated for gameplay testing
-tweaks to buildings on either side of B1
-added protection from snipers when entering the B2 open space
-more space on left side for attackers in B3
-broke up space within B3 a bit
a7c notes:
-complete redesign of the 3rd stage, isolated for gameplay testing
a6 notes:
-many changes to round A, intended to make it a little easier to defend the first point and harder to defend the second point
-made side routes to round A second point much more obvious, added midcap gates, and added a side route directly from blu spawn to the left side route gate
-made it much more difficult for red to flank back towards blu spawn in round A
-set back round A red spawn a bit from the cap point
-added a small length of track at the start of round B (and added some more time) to make the first cap more interesting
-changed B2 somewhat to try to make it more defendable
-changed B3 somewhat to try to make it easier to attack
-added a midcap gate for attackers between B1 and B2 once B1 is capped
-some minor changes to round C but still needs evaluation and potential redesign
--
a19 notes:
-2nd pass detailing 1-1, adding custom rock materials
-some minor detailing elsewhere
-removed a ledge to make 2-2 less defensible
-added a railing to make 3-2 less defensible
a18 notes:
-optimization to 1-2
-added nobuild to elevator in 3-2
-expanded interior of cap point in 2-2
-added structure to bridge in 3-2 and tweaked pathways around it
-added side room spawn exits for red in 3-2
-tiny bit more detailing in 2-2
-removed 30 seconds from time gained by capturing 1-1
-removed railing on balcony near the end of 1-2
a17 notes:
-some detailing to 2-2 and 3-1
-optimization around 2-2 and all of 3
-removed some brushwork and replaced it with models
-attempt to fix the cart killing people randomly on some servers
-reduced time gained from capturing 2-1 by 60 seconds
-moved the final capture point slightly back, shortening the path a small amount
a16 notes:
-added cover along bridge in 2-3
-decreased time gained from capping 2-2 by 30 seconds
-minor fixes
a15 notes:
-broke apart ground between 2-1 and 2-2 to make it easier to attack
-added side path into cap point structure at 2-2
-minor fixes and lighting brightness increases
a14 notes:
-integrated previous version's changes to 3-1 and 3-2 into the complete map
-significant redesign of 2-2 and 2-3
-small redesign of start of 2-1
a13c notes:
-shorter respawn times
-attempt to prevent cart from killing people
-attempt to address door problems
-nonsolid railing fixed
-nobuilds and player clips in problem areas
-added shortcut for attackers that opens for 2nd stage
-moved final point deeper inside final room
a12c notes:
-complete redesign of the third segment (isolated in a12c for testing)
a11 notes:
-optimizing and removing waterindicies so they won't overflow as I detail the rest of the map
-tweaks to b2 and b3 areas
-tiny bit more detailing
a10 notes:
-integration of all previous segments into one full map
-first pass detail complete in first segment
-first pass detail underway (but still spotty) in second and third segments
-first pass 3d skybox underway, still quite rough on some things
-very rough first pass of clip brushes, spectator cams, etc.
-other minor changes to:
--3rd stage cart path
--2nd stage red defenses
--3rd stage first area blu spawn
-needs in particular:
--engineer feedback
--gameplay feedback
--performance feedback in 1st stage
-other plans:
--custom models for 3 things (turbine, crane, bucketwheel)
--as few custom textures as I need to still get the 3rd stage looking right
a9c notes:
-third stage still isolated for gameplay testing
-moved 1/2 of red spawn points to another spawn room on other side of final point
-shortened bridges into final point, other small tweaks
-completely redesigned first point & area around it
a8c notes:
-3rd stage isolated for gameplay testing
-removed topmost balcony level in first segment
-closed off some dark corners in the first segment
-added second path from blu spawn into the first segment
-tweaks to upper generator level in first segment
-lowered balcony level inside second segment
-added one-way door that opens out from final room to cut off one angle of attack
-fixed some holes that led people into the bad place
a7b notes:
-this is the 2nd stage of the map isolated for gameplay testing
-tweaks to buildings on either side of B1
-added protection from snipers when entering the B2 open space
-more space on left side for attackers in B3
-broke up space within B3 a bit
a7c notes:
-complete redesign of the 3rd stage, isolated for gameplay testing
a6 notes:
-many changes to round A, intended to make it a little easier to defend the first point and harder to defend the second point
-made side routes to round A second point much more obvious, added midcap gates, and added a side route directly from blu spawn to the left side route gate
-made it much more difficult for red to flank back towards blu spawn in round A
-set back round A red spawn a bit from the cap point
-added a small length of track at the start of round B (and added some more time) to make the first cap more interesting
-changed B2 somewhat to try to make it more defendable
-changed B3 somewhat to try to make it easier to attack
-added a midcap gate for attackers between B1 and B2 once B1 is capped
-some minor changes to round C but still needs evaluation and potential redesign
Last edited: