PL Fractal A17

A two-stage coastal payload map

  1. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

    Messages:
    943
    Positive Ratings:
    493
    Fractal - A two-stage payload map

    A payload map made for the Payload Checklist payload contest, a collaberation with @savvaisnotagirlolbbq

    As this is still in alpha, all and any feedback is greatly appreciated
     
    • Like Like x 4
    Last edited: Dec 16, 2018
  2. Heronherald

    Heronherald L6: Sharp Member

    Messages:
    314
    Positive Ratings:
    187
    The map looks great so far, but the map looks kinda dull in the color department. I'd recommend using some colored dev textures for a few buildings to cantrast with the somewhat moody color pallet, maybe contrast the grays with yellows?
     
    • Thanks Thanks x 2
  3. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

    Messages:
    943
    Positive Ratings:
    493
    I'll see what could be changed for A2, thanks for checking out the map
     
    • Like Like x 1
  4. Idolon

    aa Idolon the worst admin

    Messages:
    1,676
    Positive Ratings:
    4,974
    Clarification on my comment about spawn gates:

    upload_2018-11-11_16-15-12.png
    upload_2018-11-11_16-15-51.png

    The longer the passage leading up to a door, the more vulnerable a player is when they use it. The upper design allows a player inside to more effectively control the doorway, as they can hide behind a corner that's very close to the door. The lower design doesn't offer that control and can therefore be easier to camp (or, in the case of the upper Red spawn exit in your map, easier to snipe into).
     
    • Thanks Thanks x 2
  5. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

    Messages:
    943
    Positive Ratings:
    493
    This update brings:
    *Added a 3rd exit to BLU's 2nd spawn to help against spawncamping
    -*Also rotated one of the exits to another wall for same reasons
    *Added windows onto BLU's first spawn so you know what's coming
    *Raised the roof near the top of the ramps so players know they can't go on it
    *Moved Cap A onto the top of the ramp so BLU's 2nd spawn makes more sense
    *Made cart cap trigger taller
    *Remade the long flank underneath the ramp area, should play much better and stop defending engies from being able to go behind
    *Added two new ways to get onto the normal ground level from the basement
    *Changed stairs near last to a dropdown
    *Changed hydro-esque raised platform to a dropdown
    *Added exit/entrance to area beneath near Cap A
    *Added a slide door + some props to try and counteract parts of an annoying sniper spot
    *Remade RED spawn - removed basement exit, now both doors exit onto a raised platform and behind walls -/ sightlines should be much less prominent now
    -*Made travel times between the spawndoors and around the spawn overall much shorter
    *Extended track and last slightly
    *Fixed some minor clipping issues
    *Replaced blockbullets atop fences with simple push triggers
    *Replaced cliffside short fence with a security fence - now obvious you can't go over
    *Changed the values of some health + ammo packs to encourage engineers in better spots
    *Added a few signs (more are probably needed though)
    *Fixed a few 1HU seams in brushes
    *Probably some other stuff I've forgotten, lots has changed this update

    As always, all and any feedback is greatly appreciated! Screenshots will be updated by A3 I hope, and huge thanks to everyone who's playtested the map already. I'll also be looking to potentially add some more colour into the map, so if there are any suggestions they are welcome

    Read the rest of this update entry...
     
    • Like Like x 3
  6. savvaisnotagirlolbbq

    savvaisnotagirlolbbq L3: Member

    Messages:
    116
    Positive Ratings:
    103
    Here's some more images for you folks to see:
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
    • Like Like x 4
  7. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

    Messages:
    943
    Positive Ratings:
    493
    This small update brings:
    *Clipped window frames so you don't get stuck or can stand there for advantages
    *Added some healthpacks in the basement area
    *Removed the shutter door at the entrance to RED's base
    *Added one or two signs
    *Widened a room next to the basement area
    *Widened some doorways
    *Fixed some shutter doors
    *Fixed some ammo that was instead money
    *Changed some health and ammo values around
    *Probably some other stuff that I've forgotten
    *Packed the bucket

    As always, all and any feedback is greatly appreciated!

    Read the rest of this update entry...
     
    • Like Like x 2
  8. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

    Messages:
    943
    Positive Ratings:
    493
    This update brings:
    *Deleted the leftmost basement dropdown + area past underground window, now has stairs to highground for BLU
    *Added highground above the slide room for BLU
    *Culled a RED sniper spot slightly by using a metal sheet to partially cover their angle, and added a light over the spot so it is better lit
    *Added + changed around some health and ammo in the basement
    *Widened the rightmost staircase down's area to make fighting less cramped
    *Added a wall beside the rear staircase up from the basement
    *Widened doorway to rear dropdown
    *Added areaportals at last to increase FPS
    *Slide now closes at the switchbox before the big ramp
    *Aligned all textures, just for Paper
    *Added a new entrance to the wide staircase to leftmost highground at last
    *Probably a few other things I've forgotten

    Stage 2 will be coming with A5, most likely

    As always, all any any feedback is greatly appreciated!

    Read the rest of this update entry...
     
    • Like Like x 2
  9. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

    Messages:
    943
    Positive Ratings:
    493
    This large update brings:
    *The entirety of stage 2 has been added
    *Last (area after point A) has been completely remade
    *Tweaked some areas leading up to A
    *Added a bridge connecting the roof position with Blu's forward spawn location
    *Slightly remade the interior of the structure adjacent to the ramp before A to make it much easier for attackers
    *Rotated the roof next to the ramp's base and added a small room at the top of it
    *Raised the roofs of structures near A so it doesn't look like you can jump onto them
    *Did some detailing near Blu's first spawn so it looks pretty
    *Added a back room for Blu to spawn in within their first spawn so they aren't spammed to hell by stickies through the now always open setup gates.
    *Changed lighting slightly throughout the map
    *Tweaked some respawn values
    *Tweaked some healthpack values
    *Probably some other stuff I forgot

    New screenshots can be seen on the main page of the thread
    Huge thanks to everyone who helped with issues from the TF2maps discord server
    As always, all and any feedback is greatly appreciated!




    Also I didn't forget resupply cabinets, yay

    Read the rest of this update entry...
     
    • Like Like x 2
    Last edited: Dec 16, 2018
  10. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

    Messages:
    943
    Positive Ratings:
    493
    This large update brings:
    *Remade structures from S1's first rollback to the end of the stage
    *Shrunk down S2 overall
    *Remade S2 last to a degree
    *Remade S1 last
    *Made outdoors lighting not flat and ugly
    *Tidied up brushwork a bit
    *Nodrawed surfaces outside of the map
    *Sort of fixed vis issues, new ones are now here
    *Added a rock outside of S1's opening area
    *Probably loads of stuff I forgot
    *Idolon can now kill himself

    I've probably missed one or two nodraw brushes in the map because of the vast amount that I did

    Huge thanks to Narpas and Saph for all of the feedback regarding A6

    Read the rest of this update entry...
     
    • Like Like x 3
  11. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

    Messages:
    943
    Positive Ratings:
    493
    This small update brings:
    *Fixed a lot of small perches (thanks pumpko)
    *Added more health around S1
    *Added a little more ammo in S1
    *Added some lights in S1
    *Fixed some visible nodraw
    *Added some lights in S2
    *Remade cap A's area in S2
    *Added a new resupply locker in S1 last
    *Changed the size of the 1 way door's trigger at S1 cap A
    *Added some frames on windows
    *Made shadows a little lighter
    *Probably some other small things that I forgot again

    As always, all and any feedback is greatly appreciated

    Read the rest of this update entry...
     
    • Like Like x 2
  12. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

    Messages:
    943
    Positive Ratings:
    493
    This update brings:
    *Widened the ramp by a bit
    *Centered cart path on the ramp
    *Removed the upper section of rollback
    *Jumppad now leads onto a higher platform
    *Ramp 1 way door now leads further away from the point so you aren't spammed to hell by sentries
    *Nobuilt some stuff
    *Lost all hope for S1 last again
    *Made deathpit platform at S2 physically possible
    *Moved stairs up to S2 last near the entrance so it'll be used far far more
    *Fixed some railing collisions
    *Fixed a ramp's trim
    *Widened ramp before the start of the ramp
    *Brightened shadows slightly
    *Clipped and removed collisions for some stuff
    *Moved a ladder
    *Added stuff to jump up onto platforms
    *Probably some other stuff I've forgotten yet again

    As always, all and any feedback is greatly appreciated

    Screenshots will all be updated on A10

    Read the rest of this update entry...
     
    • Like Like x 3
  13. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

    Messages:
    943
    Positive Ratings:
    493
    This update brings:
    --S1 changes
    *Replaced last with the original last
    *Changed around some flanks and how the basement route works for last for smoother flow and far less complication
    *Small additional changes with it
    *Added areaportals for parts of the stage
    *Slight overhaul of the lobby area at the top of the ramp, namely near the dropdown exit balcony
    *Added planks between balcony and 1 way door passage entrance roof to help show it's there
    *Tweaked shadows and such a little
    *Fixed some collisions and clipping
    *Forgot to remove nodraw on some faces and put walls in out of bounds
    *Probably some small other things that I forgot

    --S2 changes
    *Changed up last to look more menacing + to provide a better base for the eventual custom model, also to comply with another payload checklist check
    *Put a little more ammo and health across the stage, more could definitely be added though, will see if more is needed
    *Probably other stuff that I forgot about

    Stage 1 and 2 will be seperated for testing soon, probably.

    As always, all and any feedback is greatly appreciated

    Read the rest of this update entry...
     
    • Like Like x 3
  14. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

    Messages:
    943
    Positive Ratings:
    493
    This small update brings:
    -S1 changes:
    *Added a hole in the wall of the jumppad structure to allow fast rotation between the areas for soldier and demoman
    *Added a window above the jumppad so you don't go in blind and the enemy can see players coming up (to a degree)
    *Swapped the wall on which RED's spawn exit is on, to kill an awful sightline
    *Removed the hole in the wall next to B so RED can't spam on the point from spawn
    *Probably some other stuff that I've inevitably forgotten
    *Forgot geegor's windows, sorry :p

    -S2 changes:
    *Remade the structure to the right of B + the BLU entrance to the upper gantry of C
    *Replaced RED's main access ramp to C's upper gantry with stairs so they don't control it nearly as much, while also having a fast way up to their spawn instead of prop jumps
    *Added a door in the area to block sightlines (might remove)
    *Fixed BLU being able to build in their first spawn
    *Moved some health down a level in RED's opening area structure to make playing sniper very slightly more risky (will have to figure out a more permenant solution)
    *Closed a window looking onto B after its cap

    As always, all and any feedback is greatly appreciated

    Read the rest of this update entry...
     
    • Like Like x 2
  15. EngineerWhoWee!

    EngineerWhoWee! L2: Junior Member

    Messages:
    51
    Positive Ratings:
    14
    I think it looks really nice. I know I'm not providing much feedback, but I like it.
     
    • Thanks Thanks x 2
  16. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

    Messages:
    943
    Positive Ratings:
    493
    This update brings:
    -S1 changes:
    *Changed BLU's first spawn to kill sightlines right into the spawning area
    *Added a little health and ammo
    *Shrunk RED's spawn a bit
    *Removed a hallway
    *Moved a metal door back so it's flush with a wall
    *Added some tracks
    *Removed a dumb security fence
    *Added areaportals
    *Moved a 1 way door so it doesn't clip into a wall
    *Probably forgot some more stuff

    -S2 changes:
    *Added a 1 way door between A and B
    *Added some cover to kill a nasty sightline
    *Clipped an area off under the platform next to B
    *Changed BLU's first spawn to help kill some sightlines
    *Added areaportals
    *Probably forgot some more stuff

    As always, all and any feedback is greatly appreciated

    Read the rest of this update entry...
     
    • Like Like x 2
  17. savvaisnotagirlolbbq

    savvaisnotagirlolbbq L3: Member

    Messages:
    116
    Positive Ratings:
    103
    Here are the latest overlays for A12, with Stage 1 and Stage 2 respectively:
    [​IMG]
    [​IMG]
     
    • Like Like x 3
  18. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

    Messages:
    943
    Positive Ratings:
    493
    This update brings:
    -S1 changes:
    *Fixed a visible bit of nodraw
    *Made some stuff nonsolid (thanks maid)
    *Raised some doorways
    *Added Geegor's windows (finally!)
    *Increased RED's respawn wave time by 1 second for last
    *Fixed some wierd stuff
    *Removed hazard tape in a non-rollback zone
    *Fixed some stuff
    *Probably more stuff I forgot

    -S2 changes:
    *Changed how all the height works out and how the cave interacts with last
    -*C now has a slope downwards after it and a shift to the right before last is entered, to make it a bit more interesting and easier for BLU to hold the area, etc
    *Fixed some broken areaportals
    *Added some cover for RED and BLU at last
    *Warpgate now sort of disintegrates people (thanks ficool)
    *Added some height for attackers at the opening area
    *Added some ammo at A
    *Fixed a broken pickup patch
    *Probably more stuff that I forgot!

    This map is approaching beta, so all and any feedback about the layout is very much appreciated!

    Read the rest of this update entry...
     
    • Thanks Thanks x 1
    • Like Like x 1
  19. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

    Messages:
    943
    Positive Ratings:
    493
    This update brings:
    S1 changes:
    *Added a truck and some boxes + a light where a sniper spot was
    *Added some ammo
    *Some basic textures
    *Cancelled B1
    S2 changes:
    *Clipped a railing properly
    *Fixed the blu spawn vis issue!
    *Changed a route to make it far smaller (thanks md). This helps kill a sniper spot
    *Made the warpgate 'deeper' so it counts for a checklist check

    *probably some other stuff I completely forgot

    As always, all and any feedback is greatly appreciated. A proto-foundry theme may be attempted so opinions would be cool

    Read the rest of this update entry...
     
    • Like Like x 1
  20. basilhs333

    basilhs333 L9: Fashionable Member

    Messages:
    662
    Positive Ratings:
    186
    I played your map the other day on a EU imp and the first version I played had the big ramp on the first point and It was nearly impossible to cap A. But the map was okay. I played it again and I was suprised to see that you not only kept the ramp but the map played a lot better with it. It required some teamwork to cap in this game called team fortress 2 and I enjoyed it a lot. Also the Cave Area was pretty neat.
    It inspires me to do something similar in my upcoming payload map. Overall Great work !
     
    • Thanks Thanks x 2