Drylands

PL Drylands a13

d3adfin

L4: Comfortable Member
Jul 21, 2019
177
71
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!

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d3adfin

L4: Comfortable Member
Jul 21, 2019
177
71
upload_2021-3-14_20-7-47.png

- added a dropdown between connector and the cave
- changed respawn times

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d3adfin

L4: Comfortable Member
Jul 21, 2019
177
71
upload_2021-3-15_8-34-34.png

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

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- added a rock to rich to prevent a sightline

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

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- 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

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d3adfin

L4: Comfortable Member
Jul 21, 2019
177
71
upload_2021-3-17_11-58-59.png

- 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

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

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- extended the fence next to I.T.

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- imprisoned generator in the generator room to improve geometry

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- 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

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d3adfin

L4: Comfortable Member
Jul 21, 2019
177
71
figured i should get back to this after my little break from it. thanks to b4nny for taking a look at this map, most of these are per his suggestion
- overtime is now working! also works in stopwatch mode

upload_2021-6-19_16-34-30.png

- converted IT to a new exit from first, hopefully should give red more options when they're fleeing

upload_2021-6-19_16-35-32.png

- added more space for red to stand on last
- widened the doorway to the right side so that red can more easily enter and exit the room
- decreased the respawn time for red on last

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d3adfin

L4: Comfortable Member
Jul 21, 2019
177
71
finally in a position where i am happy to submit this map for comp testing

revamped second

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- moved the sign rock facing house to the left to block a new sightline i created lol
- swapped the positions of the little door hut and the crate to satellite
- added a hole leading to cave behind satellite, should give red more immediate access to cave
- opened up more space in cave to stop demomen from assfucking it
- moved the fence blocking the sightline to blu forward spawn
- improved lighting in some places

minor changes

- fixed soundscapes around the new doorway on IT

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d3adfin

L4: Comfortable Member
Jul 21, 2019
177
71
minor changes

- shortened the fence going into house
upload_2021-6-23_7-43-59.png


- added areaportals to the entrances to cave again
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- raised the exit from the dropdown to stop people from taking fall damage going through it
upload_2021-6-23_7-45-22.png


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d3adfin

L4: Comfortable Member
Jul 21, 2019
177
71
last point updates

upload_2021-6-26_19-13-59.png

- added a shack right side of last to give red some high ground. should hopefully make it easier to defend

upload_2021-6-26_19-20-21.png

- raised the fence on tracks to stop snipers from having a sighline into/from second

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d3adfin

L4: Comfortable Member
Jul 21, 2019
177
71
third point changes

upload_2021-6-28_22-15-29.png

- added a platform on tower to give red a little bit more high ground
- improved lighting on third

last changes

upload_2021-6-28_22-17-28.png

- better lit the platform in front of the spawn windows
- decorated the spawn building
- moved the radio tower to a position where it would not physically collapse a roof if it were there (oops)

minor changes

upload_2021-6-28_22-20-56.png

- slightly decorated 2 of red's spawns
- raised skyboxes across the map. hopefully should help to make the distance between the ground and the skybox more similar on every point

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d3adfin

L4: Comfortable Member
Jul 21, 2019
177
71
yeah
gonna refrain from making any changes before this is tested now, i've been doing too much of that

minor changes


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- raised the roof of the shack on third to stop a sightline going onto second

upload_2021-7-13_15-22-24.png


- minor decorative changes across the map

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d3adfin

L4: Comfortable Member
Jul 21, 2019
177
71
improved lobby

upload_2021-7-16_0-58-55.png


- extended the amount of space in lobby going in from IT
- removed the generator on the right side to make more space
- changed the stairs going into the forward half of lobby to go in one direction
- added a wall next to the stairs to stop people from standing on the end of the forward half of lobby and aiming into first
- extended the lower exit of lobby into second out to block sightlines going into it

minor changes

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- blocked a sightline going from the far side of third into the middle entrance from second
- lowered the rock against the d gate

upload_2021-7-16_1-5-39.png


- lowered the displacement around these rocks on first to stop snipers from jumping onto them

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d3adfin

L4: Comfortable Member
Jul 21, 2019
177
71
second point

upload_2021-7-16_16-39-47.png


- made the doorway into connector jut out of the wall to block sightlines going into it and slightly onto the tiny pack on third
- widened the entrance to train on third
- added a fence near the entrance to train to prevent a sightline going into it from the low ground on second
- adjusted the rock next to the entrance to train slightly to allow for there to be more space
- adjusted the displacement going into train to allow soldiers and demomen to slide up it more easily

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d3adfin

L4: Comfortable Member
Jul 21, 2019
177
71
created a map review video for drylands just to get an understanding of how people would play it
if anyone has any ideas for changes from watching it please do tell me because i wanna make this map the best it can be


thanks!
 

d3adfin

L4: Comfortable Member
Jul 21, 2019
177
71
spawn

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- changed blu's spawn to function more like gravelpit's blu spawn, effectively you can only change class in the furthest room
- should hopefully help to stop snipers from peeking out of spawn and immediately changing class or hitting a loadout bind to regain health

cart logic changes

- the cart now moves at a similar speed both forwards and backwards
- should hopefully give red an easier time defending and promote the more aggressive tug-of-war style of play that's present in other 6v6 maps

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