PL Emerge, pt. 2 b3

Fr0z3nR's PL map, thawed and revived

  1. Muddy

    Server Staff Muddy Muddy

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    Emerge, pt. 2 - Fr0z3nR's PL map, thawed and revived

    A single-stage Payload map originally made by Fr0z3nR. I'm just continuing where he left off.

    Original thread
     
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    Last edited: Jun 23, 2016
  2. Nicky

    aa Nicky Rotten Tops

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    This map has emerged from the depths of the site, being resurrected by a new author.
     
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  3. Aeix

    Aeix L3: Member

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    Glad to see someone took up this map - it looks pretty nice :)
     
  4. Pocket

    aa Pocket When all you have is Hammer...

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    Thought this was amusing.

    [​IMG]

    Now I want a shader that can do noir-style windowshade silhouettes reliably.
     
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  5. Corvatile

    aa Corvatile let's not

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    Not sure if this was mentioned in the map test so I'll put it here because I think it's crucial: the placement of checkpoints along the track in this map is really strange. In most payload maps, you'd put the checkpoints after each of the main areas where BLU will struggle, eg a key chokepoint or a big slope. If I were you I would shift A to the top of the really big ramp and have B at the entrance to the big room with the crates. Even after B is capped, BLU still spend most of their time fighting in B's capture area before the final stretch.

    One other thing: I couldn't find any health or ammo around this area:

    [​IMG]

    Maybe I'm just blind but it made pushing here as BLU really difficult because they always had players in the building across and you had to go aaaaall the way back along the track to get to the health.
     
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  6. Muddy

    Server Staff Muddy Muddy

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    pl_emerge_a11

    * shortened the path at the start a little and moved the first checkpoint to the top of the slope

    * big-ass dropdown closes off after the first point is capped

    * moved second checkpoint forward so it's in front of the hut instead if in it

    * red's shortcut to second is closed after the second point is capped

    * added a teleport to the first forward spawn when it's disabled

    * removed all rollbacks

    * other misc stuff

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  7. Muddy

    Server Staff Muddy Muddy

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    pl_emerge_a12

    * completely remade blue spawn and starting area

    * also remade finale

    * gave red a forward spawn that disables after A is capped

    * lowered setup time from 70s to 60s



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  8. Muddy

    Server Staff Muddy Muddy

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    * reverted changes back to a9 because everything I did after that was garbage

    * remade last again

    * also accidentally skipped a13 and didn't notice until after I'd compiled and packed and compressed and anyway 13 ooOOOooooOOoo

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  9. Muddy

    Server Staff Muddy Muddy

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    General:
    * improved clipping, optimisation and lighting
    * some misc detailing changes
    * aligned all the misaligned func_respawnroomvisualiser entities

    BLU spawnyard:
    * made BLU spawn a little less tight

    Point A:
    * increased RED's respawn time from 9s to 10s
    * improved clipping on the bucket elevator by the upper building
    * the doors that close off the upper building are now rotating doors rather than shutter doors, cos I figured that'd make more sense

    Point B:
    * blocked off the entrance to the building between A and B and added another exit elsewhere that should hopefully be harder for RED to flank while also making it harder for BLU to completely wreck a defence if RED isn't paying attention

    Point C:
    * reworked RED spawn a bit
    * reduced RED's respawn time from 9s to 7s
    * removed rollback from before the capture zone since I think the thinner PL hud looks nicer
    * reduced blast radius of the cart explosion

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  10. Muddy

    Server Staff Muddy Muddy

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    * I had a changelog for this but I don't know where it's gone

    * all I can remember is that I deleted and remade RED spawn again, and lowered RED's respawn times from 10s to 8s when the first point is captured, and then to 7s when the second is captured

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  11. Muddy

    Server Staff Muddy Muddy

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    General:
    * reduced starting map time from 4m 30s to 3m
    * reduced max round time from 10m to 6m
    * adjusted spawn times to give RED a bit more of an advantage
    * added some more signs around the place

    Point A:
    * fixed players being able to block the cart from under the bridge

    Point B:
    * remade BLU's second forward spawn
    * made another route bypassing the Corridor of Death

    Point C:
    * added a health and ammo kit for defenders
    * put some more railings around the deathpit at C to (hopefully) stop people from accidentally jumping in
    * fixed players being unable to build stuff on the wooden stairs that get destroyed in the cart explosion

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  12. Muddy

    Server Staff Muddy Muddy

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    pl_emerge_a18

    General:
    * increased RED's initial spawn time from 6s to 7s
    * improved clipping
    * added a couple signs since one or two people still tend to get a little confused where to go at times
    * added some areaportals to hopefully improve framerates

    BLU Spawn:
    * started basic artpass

    Point A:
    * pushed the doorway at the bottom of the ramp forward to make it less spammable
    * also made said doorway wider
    * added health and ammo to the long flank route

    Point B:
    * expanded the cart route between Point A and Point B to hopefully make it less spammy and crazy

    Point C:
    * added some cover to the hallway leading to C



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  13. Muddy

    Server Staff Muddy Muddy

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    General:
    * full artpass whee
    * changed environment lighting and skybox to something more fitting
    * increased both teams' overall spawntimes by 1 second

    BLU Spawn:
    * reduced the size of the wall between the spawn points and the exits to make it easier to exit spawn

    BLU Forward Spawn #1:
    * added a second resupply locker

    Point B:
    * adjusted clipping on the metal pipe going over the point - people can once again stand on it, plus the supports are now clipped better

    Point C:
    * added a full healthkit on the wooden plank *twiddles moustache*

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  14. Muddy

    Server Staff Muddy Muddy

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    General:
    * included a snow overlay (snowverlay) from the Frontline pack to make the snow more flush with the ground
    * fixed a couple handrails having no clipping
    * fixed some misplaced props/brushes/textures
    * manually clipped some props that have really bad collision meshes
    * fixed dodgy lighting on some props
    * other general clipping improvements
    * small detail changes

    BLU Forward Spawn 1:
    * modified detailing to be more BLU-oriented
    * fixed spawndoors closing if someone is standing in the trigger when the spawn is disabled (for real this time!)

    Point B:
    * fixed floating cart in the connector between A and B

    ???
    * ???

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  15. Muddy

    Server Staff Muddy Muddy

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    General:
    * fixed some dodgy lighting

    Point B:
    * lowered BLU team's respawn time by 1 second after capturing B
    * fixed a railing that was solid

    Point C:
    * fixed the metal barrier having no collision (no idea how I missed that lol)

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  16. Muddy

    Server Staff Muddy Muddy

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