Down Under

PL Down Under b14

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,004
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MegapiemanPHD submitted a new resource:

Down Under - Blowing up the outback

Mappings a good hobby mate. Challenging work, indoors, garneted you'll go hungry if you try to rely on mapping for TF2 as a job.

Down Under takes the Mercs to Australia, somewhere they surprisingly haven't been all that much. What will they find at the end of this 3 stage payload map? Honestly I don't know cause only the first stage has been made so far. It's a secret to everyone.

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Gravidea

L6: Sharp Member
Apr 17, 2017
263
109
The world needs more multi-stage payload maps! Honestly happy to see this, and I can't wait to see where it goes knowing what you can do, and how responsive you are to bug reports/feedback.

That being said...

I know this is pretty early alpha and you're probably already aware of this, but the current version isn't functional and a couple models (including the cart, which I assume isn't in the right spot) aren't packed. Payload cart isn't where I assume it should be so that the Blu team can push it. Some screenshots are below as examples! Good work so far, though! Can't wait to play on this map with a full lobby.

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MegapiemanPHD

Doctorate in Deliciousness
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Mar 31, 2012
2,004
1,313
MegapiemanPHD updated Down Under with a new update entry:

I

-removed and adjusted unused spaces
-changed routing and pathing to and around A to help defenders
-adjusted short cut building by A for attackers when going to B
-shrunk B
-attempted to fix invisible stock rock001 models
-moved around some health and ammo
-blocked crack shot sightline into blu spawn
-other stuff probably

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MegapiemanPHD

Doctorate in Deliciousness
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Mar 31, 2012
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MegapiemanPHD updated Down Under with a new update entry:

You find nick and he's got a chip

Stage 1
-pushed cart out from sentry cubby by A
-moved A a bit farther forward tword red spawn
-changed ammo in sentry cubby from full to medium
-fixed some seam problems
-changed building between A and red spawn so red can't use it to retake high ground by A
-tighted up side area past A highground

Stage 2
-moved around spawn exits
-removed far left exit cause it was pointless
-tightened up routes to A to be more in red's favor
-adjusted spaces around dump truck after A

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MegapiemanPHD

Doctorate in Deliciousness
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Mar 31, 2012
2,004
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MegapiemanPHD updated Down Under with a new update entry:

you have to cross to spring bridge to get there

STAGE 1
-added some height at last to try and break up that sightline
-removed the plank route to high ground by A to try and help stop red retaking that area after A
-jump pad :D

STAGE 2
-moved around some health outside cave near last
-removed tower on far right of blu spawn
-moved around some cover at last
-moved around some cover right side of blu spawn

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FreeBeers

L1: Registered
Mar 3, 2023
1
1
Hey mate, if you want to distinguish this map more from the badlands-esque style of American-set maps, I reckon the best thing you can do is add greenery. The Australian outback has many shrubs and plant life and a lot of old mining towns in Australia will have trees. The Eucalyptus is iconic and basically the only type of tree you will see in Australia so try adding some of those. I'm not sure if someone has made a model for it already but if you can figure out a way to get a eucalyptus-looking tree model into your map, it will instantly make it "feel" like Australia.

Also, all the roofs should look like they're made from corrugated tin. I've found a few reference pics that might help you out.

Essentially if you can find a way to make the nature look Australian within the limitations of TF2 models and texturing then you should have a very Aussie-looking map. All the best and good luck with the map progress. I look forward to seeing how it turns out. If you have any questions, I'm happy to answer.

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,004
1,313
MegapiemanPHD updated Down Under with a new update entry:

I'm really getting fed up with Fantasy Games

STAGE 1
-shortened track
-redid building between A and B
-added RV near A
-rearanged highground near A to deal with new shortened track

STAGE 2
-shortened red respawn time
-shortened track
-rearanged area by large dump trucks to deal with new shortened track
-removed blu right highground near A
-added cover to blu right route near A
-blocked some sightlines
-removed unused building in upper left dumptruck area

OVERALL
-clipping
-probably some stuff I forgot

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