PL Boardwalk

Discussion in 'Map Factory' started by phi, Aug 21, 2012.

  1. phi

    aa phi Within The Vacuum Of Infinity...

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    This is one of my newest projects, pl_boardwalk.
    Now, first things first:
    there HAS been another map named "Boardwalk". http://forums.tf2maps.net/showthread.php?t=5573

    However, that map is CTF.
    And, that map hasn't been updated in ages.
    AND, the creator who made the map hasn't been online since 06-19-2009 08:10 AM.
    I think that's reason enough, although if that really isn't I'll change the name to something like "Oceanfront".
    If someone could find a way to contact that Nova and ask him if I can use the name, that would be great.

    ANYWAY...
    Boardwalk is a PL map with 4 points, set atop an enourmous RED-brand maritime boardwalk leading to a "naval base" (secretly RED's top-secret project or something). I will be using lots of maritime assets in this map so yipee-kaye.

    That about sums it up for now. Once the forward spawn is fixed and I can pack all the assets in properly, I'll be set.

    Thanks to:
    ctf_laynedecker for its maritime assets, I believe
    pl_barnblitz for inspiration for the dynamic element inside the map
    people who may support this in the coming months.

    Hopefully this doesn't end up scrapped.
     
    Last edited: Aug 31, 2012
  2. phi

    aa phi Within The Vacuum Of Infinity...

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    ALPHA 4 RELEASE

    DOWNLOAD (DROPBOX)

    Changelog:
    Added dynamic door with flashing lights
    Added finale fixes
    Added fixed killzones
    Added nobuild and clipping
    Added forward spawn (like Upwards)
    Textured the actual boardwalk
     
  3. phi

    aa phi Within The Vacuum Of Infinity...

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    So what I figured out from the recent playtest is that I gave too much advantage to defenders.
    Height advantage and chokes into the 2nd point kinda ruined the map. I don't think that's a worry on the 1st point, and I'll probably change the final point around a bit because I probably wasn't thinking straight when I designed the map.
    There are a few other issues I'd like to fix, too, like those boats and those few sightlines that yyler pointed out. If I get back to this map again I'll probably redesign second, or something.
    I pretty much know the general consensus was that 2nd was impossible to attack, but any other pressing matters?
     
  4. Ptimz

    Ptimz L2: Junior Member

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    Another main problem at 2nd was that red spawn opens right onto where the cart is. No map should or does do this, because it gives the defenders a huge health and time advantage.

    The map was also seriously seriously over-scaled. Seriously.
     
  5. phi

    aa phi Within The Vacuum Of Infinity...

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    I don't think it is that overscaled but I agree with the rest of your points.
     
  6. Ptimz

    Ptimz L2: Junior Member

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    Maybe not as much as I emphasized, but there are many huge sight-lines and circuitous routes that need to be cut down.