PL Hazzle a7a

Payload map with 3 capture points

  1. Hyperion

    aa Hyperion L16: Grid Member

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    Hazzle - Standard 4 point payload map (currently only 3)

    First map of year 2016? At least very close!

    ToDo:
    -Make 4th point
    -Get playtest
     
  2. Cytosolic

    Cytosolic L4: Comfortable Member

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    Please upload some pics.

    Your map looks solid for a1. Potential problem I see is that blu's path to cp1 gets pretty chokey going around that corner. The only two paths inside open up onto a massive sniper alley. I'd suggest giving Blu a flank to gain some height. The other issue is that there is simply too much health on the map. I counted something like FIVE... five full health kits. A level really doesn't need this much health on it. Badwater and Borneo have only one full healthkit, so does Upward. BarnBlitz has two fullhealth kits. Any more in such small maps would only imbalance them.
     
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    Last edited: Jan 1, 2016
  3. Hyperion

    aa Hyperion L16: Grid Member

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    Thanks. I will turn almost all fulls to medium. Also I uploaded this, what, 1am so I wasnt very interested to take screenies
     
  4. Hyperion

    aa Hyperion L16: Grid Member

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    a2
    -Clipped stairs
    -Added stairs for blue on the first point
    -Made the first point less choky for blue
    -Turned almost all full healths into medium healths
    -Few other layout changes
    -Fixed clipping

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

    Cytosolic L4: Comfortable Member

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    Looks good! Make sure you get it play tested too.
     
  6. Cytosolic

    Cytosolic L4: Comfortable Member

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    If you don't have ideas on what to do for the final point try and take inspiration from you favorite caps on other maps. Just don't flat out copy anything.
     
  7. PossessedInkieShark

    PossessedInkieShark L3: Member

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    I played a couple of rounds with bots, and I found a few issues clipping & gameplay wise:
    You get stuck on some random and irritating places:
    Clipping1.jpg Clipping2.jpg Clipping3.jpg Clipping4.jpg
    There is a super long line of sight:
    SightLine1.jpg
    You can shoot right into Blues first spawn:
    ShootIntoSpawn1.jpg ShootIntoSpawn2.jpg
    Red can go into their first spawn after the first point i capped by blue:
    LateOpen.jpg
    (Also, you can just put one dynamic sign down and have it change colour when the 2nd point is capped)
    Finally, why does this corridor exist, the orange door never opens:
    Why.jpg

    Also, I think the third point serves well as a final cap, as it is quite hard to push into.
     
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  8. Star Bright

    Star Bright L2: Junior Member

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    I also got to play around with it with bots, and I gotta say I had a lot of fun on this. Here's my two cents though (which you should take with a grain of salt because, well, bots)
    First point is really difficult for BLU to cap. The natural height advantage RED gets plus the surplus of metal present in the area makes it easy for RED engineers to safeguard the area for most if not all the round. In particular, these two sentry spots seemed to dominate (again, though, bots. Bots have a really, really tough time destroying sentry nests. Saying that, there aren't a whole lot of ways for BLU to hit these two in particular so I'm going to highlight them anyway):
    [​IMG]
    This one's especially safe from soldier fire since it covers both the main entrances and actually can't be sniped from the courtyard in the background.
    [​IMG]
    Same deal. Sees both entrances and can't be sniped or flanked.
    Not that there's anything wrong with these two areas per se, but they contribute to the difficulty of first point.
    Second point's kind of the opposite deal I find, easy for BLU to cap, but I will fully blame that one on bots because, well, for some reason engie bots set up back here:
    [​IMG]
    I did notice the same thing Sinchu9 noticed, though. Sightlines in this general area are a bit long and quite sniper-friendly.

    Third point I don't have an awful lot to say about, because I rather liked what you did with it. The barn on the right seems a little... bare.
    [​IMG]
    More a minor complaint than anything else though. ^^
    Also, I really don't get these two pickups over here:
    [​IMG]
    Really, really far out of the way and not worth the time it takes to pick them up where they currently lie. Maybe swap the values for the ones over on the far left of the last screenshot?

    Also, I didn't understand the orange door with the death skull at all. Was there a reason for it to be there? I rubbed up against it out of curiosity to see if it would kill me, but it just seems like a really out-of-the-way easter egg as it currently lies.

    Can't wait to see how you implement the fourth cp, I quite had fun with this map! ^^
     
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  9. Hyperion

    aa Hyperion L16: Grid Member

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    Huh, thanks for all feedback! I definitely will every one of those!

    Also, regarding dead end, I designed spawns differently in my mind than what I finally did. I will remove that whole building and re-design 2nd point, so that's why there is orange door
     
  10. Cytosolic

    Cytosolic L4: Comfortable Member

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    I'd suggest simply leaving the map 3 cp. No ones ever said payload has to be 4 cp have they? mean' how many 4 cp single stage payload maps have you played? Or at least heard about? Ok, how many 3 cp payload maps have you seen? A lot less I'm guessing.
    So, unless you specifically want to make a 4 cp map why don't you try something different? some a bit more original.

    Anyway that's my heavily salted, heavily fattening two cents... take with a grain of salt.
     
  11. Zed

    aa Zed Certified Most Crunk™

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    tbh 3 point maps don't feel nearly as complete.
     
  12. Hyperion

    aa Hyperion L16: Grid Member

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  13. Uncuepa

    aa Uncuepa

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  14. Hyperion

    aa Hyperion L16: Grid Member

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  15. Hyperion

    aa Hyperion L16: Grid Member

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  16. Hyperion

    aa Hyperion L16: Grid Member

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    a5a

    -Added second door for red on last
    -Added trigger_teleport to 1st red spawn
    -Added oneway door between 2nd and 3rd for blu
    -Added signs
    -Rooftop on 2nd should not be accessible for snipers (or non jumpy classes)

    Read the rest of this update entry...
     
  17. Hyperion

    aa Hyperion L16: Grid Member

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    a6

    -Changed blu spawn exit area, should be easier for red to defend
    -Added one building to 2nd
    -Few other changes on 2nd
    -Added stairs on 3rd
    -Added platform for defensing on 3rd

    Read the rest of this update entry...
     
  18. Hyperion

    aa Hyperion L16: Grid Member

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    I got very good feedback about the map. A7 will take quite long and will be bigger update
     
  19. Hyperion

    aa Hyperion L16: Grid Member

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    a7

    -Red 1st/blu 2nd spawn is further away from everything
    -Added some space to where ^ spawn is
    -Hopefully that means no chokepoint anymore between 1st and 2nd cap
    -New structure on first area
    -Some feedbacked fixes

    Read the rest of this update entry...
     
    Last edited: Jan 24, 2016
  20. Hyperion

    aa Hyperion L16: Grid Member

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    a7a

    -New last point
    -This map will stay with 3 points

    E: may not stay with 3 points. If I cant make good last then I'll turn it into 3rd and continue the map

    Read the rest of this update entry...
     
    Last edited: Jan 24, 2016