Regular payload gets no love now thanks to payload race and its different gameplay. One thing I've always wanted to see in existing payload maps is for the cart to react to hills, in that it will roll backwards down a hill if not pushed and will roll forward down a hill regardless of whoever is pushing. This is made harder because the cart on traditional payload maps recedes when not pushed after an amount of time. Of course, I've worked out a complicated but actually quite simple series of logic for adding hills to payload maps. Payload race maps could also use this system, but you'd have make a copy the 6 logic entities I created for the blu and red cart. Download: http://forums.tf2maps.net/downloads.php?do=file&id=2134 Features: - Cart will roll back down a hill if nobody is pushing it up. - Cart will recede faster down a hill. - Cart will roll down a hill (in forwards direction) at full speed regardless of who is pushing. - Cart will not recede back up a hill and will stop there. Bugs: - The rolldown is accomplished by temporarily disabling the triggerzone, which causes some classes to say something ("Who stopped pushing the cart?"). - The cart sometimes ends the rollback at odd angles. Included is a ported version of ABS' 5-stage payload (down to 2 stages to make room for the hill) from the amazing gametype library. With that setup, all you need to do to get the rollback and rolldown effect is to call the proper logic entities based on the location of the track. Bottom of hill (going up): OnPass - sspl_rollback_bottom - Test Top of hill (going up): OnPass - sspl_rollback_top - Test Bottom of hill (going down): OnPass - sspl_rolldown_bottom - Test Top of hill (going down): OnPass - sspl_rolldown_top - Trigger The system is very easy to remember, except for the one Trigger instead of Test. You can use ABS' payload system (it appears to be working fine), or you could convert your own map to use the rollback and rolldown system I created. In order to convert, you need to tweak a few things: - Put the 6 logic entities I created (5 logic_branch and 1 logic_relay) somewhere on your map. - Make your track pieces call the right logic entities as shown above. - Edit these existing entities: trigger_capture_area Add - OnNumCappersChanged - sspl_rollback_recede - SetValue - 0 team_train_watcher Add - OnTrainStartRecede - sspl_rollback_recede - SetValue - 1 logic_case (the case that controls the cart's speed based on players capping) Add - OnCase01 (0 capping) - sspl_rollback - Test REMOVE - OnCase01 (0 capping) - sspl_train - SetSpeedDirAccel - 0 REMOVE - OnCase01 (0 capping) - sspl_cartsparks - StartSpark That's it. You may need to tweak things a bit to get it to work (this is from memory, I might be wrong), but it is pretty straight forward.