PL Broadleaf a3

An autumn PL map curving around a river.

  1. phi

    aa phi Within The Vacuum Of Infinity...

    Messages:
    795
    Positive Ratings:
    1,519
    Named after the eponymous deciduous broadleaf forest the map takes place in.

    BLU pushes a bomb to blow up RED's dam. The river is running dry.

    While there is a lot of water in the map I haven't added any specific large areas where you can actually swim. Most, if not all, of the river is just wading. Although it creates an interesting height difference, so we'll see how it plays.

    Name pending. Theme not pending. Have fun, although it's my first real shot at making a good payload map so I doubt it's perfect.

    Thanks to Taxicat for the trees
     
    • Thanks Thanks x 1
    Last edited: Jul 12, 2015
  2. Vel0city

    aa Vel0city func_fish

    Messages:
    1,919
    Positive Ratings:
    1,536
    You got me at big D at D. And the inverted resupply lockers in BLU's spawn.
     
  3. Zed

    aa Zed Certified Most Crunk™

    Messages:
    1,243
    Positive Ratings:
    1,007
    That last point feels rather anticlimactic.
     
  4. Waffe

    Waffe L4: Comfortable Member

    Messages:
    192
    Positive Ratings:
    184
    Two things I noticed when doing a quick fly-through:

    It looks like the first BLU spawn is easy to camp. All you need to do is spam from these two doors:
    [​IMG]

    [​IMG]
    ______________________________________________________

    Clip these fences, they are really annoying to run around:
    [​IMG]

    [​IMG]
     
    • Thanks Thanks x 1
  5. Shogun

    Shogun L6: Sharp Member

    Messages:
    262
    Positive Ratings:
    228
  6. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

    Messages:
    1,466
    Positive Ratings:
    237
    for an alpha - I already love the look of it
     
  7. nightwatch

    aa nightwatch

    Messages:
    640
    Positive Ratings:
    446
    Stellar as always.
    A lot of props in the gameplay space have no vphysics - I'll do a feedback dump for you next time I'm on the server.
    Rollback zones are so short they don't really show up on the hud properly, you might need to look into making longer, less steep ramps just so the rollback shows up on the hud nicely (though if they're longer and gentler, rollback might not make sense).
    A couple issues with z-fighting, but not really important. I'll do a feedback dump later.
    It might be worthwhile blocking the lower exit door of the forward-forward spawn when it belongs to blue because (even though the signs are there) it really does put anyone who uses it at a time/rollout disadvantage. I walked through it the first time (so call me stupid for missing the signs that said A and B)

    Looks great.
     
  8. phi

    aa phi Within The Vacuum Of Infinity...

    Messages:
    795
    Positive Ratings:
    1,519
    • Thanks Thanks x 1
  9. Uncuepa

    aa Uncuepa

    Messages:
    770
    Positive Ratings:
    1,028
    I know the performance issue. Those oak trees, because of the leaves, cause a large fps dip. Having more than a few close together is bad.
     
  10. Grizzly Berry

    aa Grizzly Berry

    Messages:
    431
    Positive Ratings:
    341
    Ok, so I was about to make this post before I realized your map was running in the imp, so keep in mind when I took these screenshots, it was before I had played a2.

    Feedback for each picture will be posted above it.

    Picture 1: Ok, so this first area really throws me for a loop. On defense, I really have no idea where I should be trying to hold. Most Payload maps start with some kind of height advantage for the defending team. It's fine that it's different, it just makes me unsure of the best place to defend from. Since I wasn't sure, I went Sniper since the area is pretty open and has decent enough sightlines.
    [​IMG]

    Picture 2: On offense, I really didn't like using the main door. I felt blind going out and very unsafe. I think putting the main door where I suggested here might work better? Not sure on this one, all I know is I do not like using that main door.
    [​IMG]

    Picture 3: These crates are such a tease. The only class that can get up there is Scout and he doesn't even need the shorter crate. Either take away the smaller crate or make it possible for other classes to use (spigot prop?)
    [​IMG]

    Picture 4: Pretty good Sniper sightline. Has the small health pack behind too, which makes it better. You can get flanked pretty easily, but if your team is holding forward, it's really good. I was able to get off a lot of shots here and I'm not sure the attacking team can see.
    [​IMG]

    Picture 5: Seems kind of unnecessary. You already have the one ramp leading up there, this space just goes unused. It's not really a big deal though.
    [​IMG]

    Picture 6: All these doors seemed like a little much, but it actually played better than expected. It does seem like there are a lot of options though and the tracks don't really seem like the main route.
    [​IMG]

    Picture 7: This is a picture that is kind of irrelevant after the imp. Just by looking, I thought this would be the best sentry spot. Seems like people found some other good ones. The finale doesn't seem very finale-ish. It seems like two spawn doors and then a flat area. Once Blu gets to the flat area, it's pretty much game over. I think some height advantage for Red (or height difference in general) here would really make the area more interesting and finale-ish.
    [​IMG]

    Overall, I really enjoyed the map. I feel like there are a few powerful Sniper sightlines, but that's just Payload. Every Payload map has them. I had a lot of fun playing this map and am looking forward to seeing how it progresses! :)

    If you aren't sure what I mean with anything or would like me to explain further, just let me know!
     
    • Thanks Thanks x 5
  11. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

    Messages:
    6,391
    Positive Ratings:
    4,906
    Here's some feedback on the first time (and only time) I've played this, so take it as you wish.

    • Final is an interesting layout, small and very tight. Corridors into the point are sharp, narrow and awkward.
    • There's a lot of jumping (normal jumping) to get around final on some routes. This isn't necessarily bad, in my opinion, but with the size of final right now, it makes it hard to maneuver.
    • The fact that the cart goes DIRECTLY in front of the spawn exit of red with no cover is pretty rough.
    • The fact that the cart moves away from reds spawn is also kind of not great because it gives blu a slight advantage and red a disadvantage because the cart is moving away from Red.
    • Last 2 facts may cancel each other out.
    • During the first yard, I felt that there was a few areas that were underutilized. This was my first playthrough on the map though, so I could be wrong in saying that they're not utilized too much. Your disgression on that.
    • You have a lot of places were you use fences to divide out areas/routes from each other. Not horrible, but in the heat of battle I sometimes found myself not realizing they were there because of how they were set against the colors of the background (browns/greys on browns/greys). This is probably an art problem.