Assembly

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Apr 19, 2009
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plr_Assembly is the first of many Payload race maps for the TF2Maps.net [ame=http://forums.tf2maps.net/showthread.php?p=71293#post71293]contest.[/ame] The map is set in a assembly line in a factory. Look at my 5 minute sketch-up for more details. A1 will be up and running very soon!

For every person who says my map needs to be Pipeline I say NO. In my opinion Pipeline is not a very good map. What I am trying to make a map were players have to constantly switch between attack and defend. This will hopefully prevent sentry farms. Also with regards to the start of cap 2, there will be a wall to prevent start of match "problems" And no I will not switch the tracks because all that will do is create a big choke point like in Pipeline! However, I may change my mind if it is necessary. All and all the idea is that offence and defense have to work together not just toss bodies at the cart till someone wins. However, feel free to say anything about the map because that is just my personal opinion and I am not trying to force it on anyone.
 
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DaFatCat

L3: Member
Apr 19, 2009
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Not exactly the most detailed outline :p
 

Connect_Four

L2: Junior Member
Jan 28, 2009
57
23
Look at this rough sketch, I have a few concerns:

-From what I have learned about plr and what I have witnessed in plr_pipeline, each cart should be fairly close to each other.
-Stage 1: Paths should cross between both starting points, so that the final end isn't just who can win the ubercharge battle first.
-Stage 2: Who ever wins the first minute or so of combat is at a large advantage, making a comeback for the losing team a difficult task.
-Stage 3: The best stage, since both carts are rather close to each other and combat is intense

I can picture the setting and so forth, very industrial with a lot of obstacles. Once I see some dev screenshots, I can better approximate the turn out of the map. Good Luck :)
 

botboyx3

L1: Registered
May 24, 2009
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How do you plan to decide whether a player spawns at their start spawn or their opponent's goal spawn? It seems to me that if it was dependent on where your cart was then stage two would be nearly impossible and the others would be really annoying. If it was dependent on where your opponent's cart was then after the first few seconds it would turn into a standard payload map with whoever got farthest being the attacker. The only thing I could think of would be using a teleport to link the two spawns and let players chose; can that be used in the competition rules?
 

Kronixx

L5: Dapper Member
Apr 17, 2009
205
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I see your idea for the map, but in the spirit of PLR and the maps already using this game mode. May i suggest, or more offer my first thought when i saw your layout?

I merely kept your basic shape but re-arranged the track paths and gave them colors so you knew which was going to be on what side. Might give you another idea perhaps, just tryin to throw in my 2 cents :)

imageck2copy.jpg
 

StoneFrog

L6: Sharp Member
May 28, 2008
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Relatively good layout (at least for its simplicity), I have a few suggestions:
  • Stage 1 would probably have a very interesting gameflow - offensive players should have access to a great deal of buildings and sideroutes so that they can ambush the other team from behind and sides. It'd be an interesting mixture of attacking and defending, unlike Pipeline which, due to the way the carts are always beside or pass one another, pretty much always just turns into a massive deathmatch "ring around the payload carts".
  • Stage 2 starts out a bit too tense. The carts should be a bit further away from one another, or at least there should be a barrier or something separating the two teams. It should NOT play out like the beginning of the Stage 3 of Pipeline.
  • Stage 2's tracks should converge somewhere down the path. Again, interesting gameplay flow. A switch from relatively segregated teams to a crossover, which will end the stage in close-quarters combat and a very frantic fight to the finish.
  • Stage 3 could do with some more variation (again I know this is just a rough layout of yours, but still). Having the two teams facing one another head-on is a tad boring, and unless you add lots of twists and turns, could turn into a very bad Sniper fest (imagine Snipers riding on top of their Payload carts shooting at once another as they meet in the center).

It's a good start. I admire your work ethic and how quickly you seize a mapping idea, no matter how simple it may start, and work to bring it up to TF2 standards. :)
 

zpqrei

Theme Changer Extraordinaire
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Oct 19, 2008
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I see your idea for the map, but in the spirit of PLR and the maps already using this game mode. May i suggest, or more offer my first thought when i saw your layout?

I merely kept your basic shape but re-arranged the track paths and gave them colors so you knew which was going to be on what side. Might give you another idea perhaps, just tryin to throw in my 2 cents :)

imageck2copy.jpg

I agree with this apart from stage one. It should cross earlier.
 
Apr 19, 2009
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*bump* Added pic for pre-Alpha 1.
I timed it and it takes about 1:00 minute in Pipeline for the first stage and it takes 1:09.8 in Assembly. BTW this was done with a Scout on both.
 
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Apr 19, 2009
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Seeing how A1 will be out by Sunday I think it is time to drop one of the 3 bombshells of the map... THE CART!
j2.jpg

The other one has to do with the picture in Post #12.
The 3rd and final has also to do with Post #12 but not in a way many would expect!
 
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pitto

L3: Member
Feb 17, 2009
109
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It's a bomb cunningly disguised as a large jar of urine so the enemy wont realize it is a threat until the deadly nuclear explosion at the end :laugh:
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
im sure theres some explosive contents in that as well.. theres no way a sniper could possibly piss that much :p

Edit: yay 200th post! im a senior now...damn i feel old now
 
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