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PL Midwest b19

Autumnal Payload

  1. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    pl_midwest - Autumnal Payload

    Midwest Mills is a milling company being used as a front for RED team and hiding some kind of sci fi power source device that BLU really wants to destroy.

    PL_Midwest is my entry for the Back to Basics contest. It's a payload map designed to try to get the most out of it's space with a snaking cart path, dynamic elements such as shortcuts and a turntable as well as multiple spawn areas.

    -Credits-
    Layout/detailing: MegapiemanPHD
    Semi Truck and Trailer: FGD5
    Wasted Harvester: Rain
     
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  2. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    -Attempted to make B more defendable for red
    -redid C to make it more defendable
    -added another spawnroom for Red when dealing with B and C
    -changed red spawnroom at last to be less confusing
    -adjusted lighting so everything's less jarate yellow outside
    -fixed players teleporting into walls on spawn change
    -fixed odd bass sound spam (hopefully)
    -lowered health and ammo in vet path at last to make it less powerful
    -added some signs to help guide players

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  3. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    -remade pretty much everything from B onward
    -pushed back B
    -changed landmark teleports to just normal teleports for moving players in spawn rooms around as they change
    -messed around with respawn times as points are capped
    -added info_observer points
    -fixed sound glitch (I hope)

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  4. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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  5. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
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    Positive Ratings:
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  6. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
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    Positive Ratings:
    864
  7. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    -moved around silos between A and B
    -too much detailing for an alpha map
    -fixed the cart being way too slow after B is capped
    -added new building for blu to use while attacking C
    -enlarged indoor routes around the map
    -gave the stairs up to the conveyor at C more space to breath
    -changed stairs to battlements between D and C to a jump route to try and slow down red getting to that area after C is capped
    -locked off door by the trade spawn (spawn that starts red then turns blu) so blu can't use it to get as far behind red while attacking B
    -other things I don't remember

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  8. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    -Changed skybox to haze_01 from the swamp pack
    -changed lighting to fit skybox better
    -Added one way path for blu to get to A in an attempt
    -fixed door not opening when B is capped
    -moved around health and ammo packs throughout map to try and have them in better locations
    -changed height dynamic in loading dock building by C
    -blocked ridiculous sniper sightlines from C to blu spawn
    -small amounts of detailing throughout map
    -added stairs to red drop down path at C
    -added new lower flank in and out of D
    -removed jump path to route from D to the upper area between D and C in hopes of stopping red from holding that area once C is capped
    -edited respawn time changes as points are capped throughout the map
    -changed stairway from lower C area to upper B area to be a dynamic ramp that lowers after B is captured to try and stop red from getting behind blu's frontline

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  9. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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  10. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    -removed flank to a added in a5 as it only made things worse
    -closed in building flank between A and B by silos
    -added one way dropdown as well as sniper windows to the long building between blue spawn and B
    -made the open space before A smaller and moved around the geometry to try to create more cover
    -fixed odd clipping on extendo ramp between B and C
    -closed up some areas a D to make it less swiss cheesy
    -removed stairs to lower flank behind the pit at D and made it a one way drop down vent. Should make it good for attackers opposed to defenders
    -added higher area before the first roll back zone at D that leads to vent mentioned above
    -created a new spawn room for blu in the back of the building red has their 2nd spawn in that opens after C is capped to lessen blu's walk time from spawn to D
    -added a prop jump to that concrete slab on the right of the long building in-front of blu spawn
    -moved around some health n ammo packs
    -widened ramp on rock by B
    -fixed visual glitch on red's right exit at their final spawn room

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  11. MegapiemanPHD

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    -Changed A to try and get red to hold a tad bit farther back
    -changed shortcut between blu spawn and B to be less out of the way and more useful
    -Moved path to upper balcony path from D to C so that it's more obvious and has a door that closes after D is capped, stopping red from having easy access to that area
    -moved lower left doorway from outside C to inside D to still give blu a flank into D while making it less of an all around flank for red pushing out

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  12. MegapiemanPHD

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    -changed area before B and between C and D to block sight lines
    -blocked sight lines
    -blocked more sight lines
    -did I mention the sight lines I blocked
    -blocked a few sight lines
    -sight lines are now blocked
    -you see that sight line, that one right there? NO! NO YOU DON'T CAUSE IT'S BLOCKED!!
    -blocked sight lines

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  13. MegapiemanPHD

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    -moved blu shortcut that opens after A
    -changed up area by where the cart goes down after A
    -Swapped Blu Final spawn room and red B spawn room
    -Added door to close after B is capped (may not matter now with spawn room change
    -opened up last
    -added more upper area for Blu at last
    -probably other things idk
    -removed first rollback zone by last

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  14. MegapiemanPHD

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    -removed cart speed modifiers accidentally left on the cart path where the rollback zone by last used to be
    -moved one way door near B to now be used for Blu's shortcut after A, this should stop red team from using it
    -fully removed shortcut door at B area
    -filled in room that previously had one way door and added an exterior path around it
    -changed tunnel under B to connect to the building where the B shortcut door used to be
    -Tried to connect buildings before B better
    -Blu now shares it's final spawn with Red's 2nd forward spawn
    -reoriented building with said spawn area in it to be more straightforward and less like a maze
    -changed around areas by C to try and give engies more sentry options while also opening up some high ground routes
    -removed a staircase in a room by C
    -moved stairs leading to red's shortcut from last spawn to the upper area by C to be more obvious and less round-a-bout
    -changed upper area by red shortcut door by last to change how blu uses it
    -added some possibly useless high ground on the curve between B and C to see what players do with it, if anything
    -removed shutter door between A and B and reverted it to just an open door frame so players don't think it leads to B
    -fixed visible nodraw textures and whatever the crap was going on with that one lower staircase between C and last
    -updated localization files

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  15. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    -changed some routes by B to give blu less high-ground there
    -changed blu shortcut door direction so it doesn't go through the wire above it
    -changed around C to try and give blu less op sniping spots and red more defendable areas
    -changed D quite a bit to try and get blu to group up more and have more options for dealing with sentries, while stopping red from being able to easily flank a blu push
    -added stairs down from the balcony by red's last spawn
    -D's changes also shortened the track from C to D a bit which should help blu push
    -pushed B slightly forward and gave red a bit more cover near it

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  16. MegapiemanPHD

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    -reworked last to try and make less bad
    -lightened up blu shortcut after A
    -minor detailing
    -changed around blu first spawn a tad
    -changed around stuff by C and removed that high up area with the vent from the last version
    -observer cams now unlock as the map progresses instead of all of them always being enabled
    -changed around the path behind the fence from A to B

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  17. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    -added new route to A to make it less of a grinder for blu
    -changed left exit of blu spawn for new A route
    -widened old A route
    -added hydro sigh for blu A shortcut cause even with lighting it up people still don't seem to notice it's there
    -changed around track before B to give blu more space for attacking
    -changed around back path of the curve to block sightlines and try to help blu with attacking
    -added a plank ramp route at C
    -removed all vents at last and replace it with a railed off dropdown and doorways
    -attempted to fix over 20 second respawn time that happened sometimes
    -clipping
    -rethought my life choices

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  18. MegapiemanPHD

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    -removed shortest path around the curve between A and B and closed it off
    -blocked sightlines around the map
    -expanded pathways around C
    -expanded pathways around D
    -other things around C

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  19. MegapiemanPHD

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  20. MegapiemanPHD

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