PL Drylands a5

A payload map focused on keeping things frantic for low playercounts

  1. d3adfin

    d3adfin L1: Registered

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    Drylands - A payload map focused on keeping things frantic for low playercounts

    pl_drylands is a payload map designed with 6v6 games in mind.
    the cart moves on its own after someone on BLU touches it, even if they stop touching it. it only stops when someone on RED touches it.
    this map uses textures from Freyja's egyptian assets pack.
    thanks to GuttyKreum for creating pl_tapline, which inspired this map!


     
  2. Hoovy Wepons guy

    Hoovy Wepons guy L1: Registered

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    Will play this soon, sounds fun.
     
  3. d3adfin

    d3adfin L1: Registered

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  4. d3adfin

    d3adfin L1: Registered

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    - added a fence on pile next to the tower to stop soldiers from spamming while standing to the right of the tower


    - added a rock to rich to prevent a sightline


    - added a door to the dropdown to prevent a permanent sightline


    - added a small health pack to the dropdown and cleaned up the area

    - added a trigger_multiple to the door in red's forward spawn allowing them to leave it after the first point is capped but not enter
    - added a light against the far wall on rich

    Read the rest of this update entry...
     
  5. d3adfin

    d3adfin L1: Registered

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  6. d3adfin

    d3adfin L1: Registered

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    - added some basic logic to be the foundation for overtime
    - OVERTIME DOES NOT WORK YET! if anybody could help me out i would greatly appreciate it and credit you on the dl page

    - removed the dispenser from the cart to discourage people from sitting near it for extended periods of time


    - added a rock to first to stop people from watching east from any position


    - extended the fence next to I.T.


    - imprisoned generator in the generator room to improve geometry


    - added some more signeage to show red where to go

    to do:
    - FULLY IMPLEMENT OVERTIME
    - for some reason overtime just doesn't work on this map. i have some logic_relays and logic_compares as a baseline but it still doesn't work. need to research this.
    - make the distance between A and B longer
    - stop people from taking A and then immediately taking B after
    - once this is done i will add a third entrance to the lobby between A and B

    Read the rest of this update entry...
     
  7. d3adfin

    d3adfin L1: Registered

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  8. b4nny

    b4nny L1: Registered

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