Snowthistle

PLR Snowthistle B5b

Maid

Succubus
aa
Sep 29, 2018
246
554
Snowthistle - A tranquil icy ruin somewhere in the deep north.

My entry to Major Contest #15, the Payload Checklist Contest!

This is a Payload Race Circuit map, based off the prefab by 14bit. Both carts are on the same track circuit, and a team wins when their cart rams the back of the opposing team's cart. The carts speed up whenever they reach either team's base point.

I made my own prefab for this gamemode implementing the changes and bugfixes made during this map's development, available here.

Name is up for change.

SxBK2yE.png


Thanks to Timberghost_Paintball for some custom arctic textures!
Thanks to EArkham for the Snowycoast asset pack!
Thanks to Acumen for some ivy props!
Thanks to Bapaul for the barbed wire models in Frontline!
 
Last edited:

FloofCollie

I really suck!
aa
Nov 5, 2016
600
670
this looks lovely! Interesting shapes and heights which remind me of spyro, love the signs too - can't wait to play it!!
 

Maid

Succubus
aa
Sep 29, 2018
246
554
- Changed door sounds to stop them playing everywhere.
- Clipping improvements and clipped off all towers.
- Surrounded spike roof with trigger_pushes.
- Efforts to cut various sightlines with prop changes etc.
- Changed playerclips on cliff walls to blockbullets.
- Changed lighting origin of treestumps under pickups.

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Maid

Succubus
aa
Sep 29, 2018
246
554
- Moved all walls on mid out by 32 units, extended platforms to compensate.
- Slowed down carts.
- Added balcony overlooking log ramp.
- Moved signs in spawns.
- Added more pickups.
- Added spectator cameras.
- Shortened step out of window on outpost hut.
- Added trigger_pushes to the tops of trees.
- Made trigger_pushes actually work.
- Raised towers on mid to better indicate clipping.
- Changed and added some props to better indicate clipping and allow for new architecture.
- Lighting changes.
- Rotated entire map 90 degrees in Hammer.

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Maid

Succubus
aa
Sep 29, 2018
246
554
- Changed cart props.
- Changed fog colour.
- Added snow piles to top of outside stump patches.
- Slightly moved small health packs behind payload start locations.
- Rotated some stump patches and trees to reduce symmetry of natural terrain.
- Removed collisions from all light props with collisions.
- Moved a tree that was clipping through a wall (it's still slightly clipping through the wall though :/ )
- Changed some lighting.

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Maid

Succubus
aa
Sep 29, 2018
246
554
- Filled in gaps in track.
- Made cart stop floating above track.
- Widened platforms leading to spires and spires themselves.
- Added more rocks in central spawn courtyard to remove access to sneaky shady spots.
- Cleared up detail sprites clipping thru floors.
- Extended rollforward zone slightly.
- Slightly smoothed outcrop in spawn tunnels.
- Moved spark particles to front of carts.
- Added trigger_push to top of walls next to peak roofs.

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Maid

Succubus
aa
Sep 29, 2018
246
554
- Carts now accelerate each time they pass a cart base.
- Carts now change skin of cart base props and make a ding sound upon passing them.
- Added more pickups.
- Removed overhang that people were getting stuck on while riding the cart.
- Swapped stump prop for the patch of the central medium health pack for a submerged barrel.
- General prop position adjustments.
- Displacement adjustments.
- Adjusted clipping.
- Changed names of capture points on HUD both to 'The Enemy's Payload'.
- Hopefully fixed the round sometimes not ending upon the carts colliding.

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Wyvern

Certified TF2 Cartographer
Feb 16, 2018
105
152
This map looks really interesting, maid! I think there are a few spots that sort of stood out to me, one of them being that steep ramp up onto that ledge. I realize that that’s probably in accordance with the 256 hu high rollback zone, but I really didn’t enjoy fighting against the opposing team with the high ground they have. I’d say keep it for now, but maybe add some more obvious flanks, as I don’t remember seeing many. I really like the detailing this map has, I’m obsessed with that frozen waterfall, lol. Despite that small flaw, I think this map is a contender for the top three. Keep working, maid! I like this one!
 

Maid

Succubus
aa
Sep 29, 2018
246
554
- Textured spawnroom interiors.
- New fences to block sightlines in spawn courtyards.
- Fixed blu cart not registering red players blocking it - thank you 14bit!
- Changed and added some pickups.
- Extended balcony over log ramp to allow for placement of engineer buildings.
- Additional debris props.
- Increased cart speed cap significantly (244 to 595).
- Added soundscapes.
- Fixed some symmetry inconsistences.
- Placed nobuild zone under tree behind cart base.
- Moved around some overlays.
- Clipping improvements.
- Some displacement changes.
- Added some blocklights around the map to fix some weird lighting.
- Some visleaf optimisation.

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Maid

Succubus
aa
Sep 29, 2018
246
554
- Added logs with board ramps on lower level of mid.
- Remade cart base structure.
- Raised a ledge to allow for jumping onto the new cart base structure.
- Efforts to hinder/block sightlines through geometry + prop changes/additions.
- Symmetry corrections.
- Changed ceiling texture within spawnrooms.
- Repositioned some path_tracks.

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Maid

Succubus
aa
Sep 29, 2018
246
554
- Made losing team's cart set on fire when derailed - unfortunately at the moment this fire does not stay upright, so looks pretty odd when the cart is angled. I should hopefully be able to find a fix for this.
- Nobuilded underneath most trees.
- Changed prop patches.
- Raised displacement by side entrances to mid so players don't have to jump.
- Closed a displacement seam in the spawn tunnels.
- Turned down bloom scale slightly.

This may well be the last alpha version!

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RetroNuva10

L1: Registered
Dec 9, 2014
41
6
I love how this is starting to shape. Medieval maps have never gotten the limelight... Hoping to play it again soon!