• Center Save Changes Reset

PL Mountain Edge A14

Payload Map is still set on a mountain cliffs

  1. ABpriceHI45

    ABpriceHI45 L1: Registered

    Messages:
    32
    Positive Ratings:
    6
  2. I dinne ken

    aa I dinne ken Has currently had enough

    Messages:
    287
    Positive Ratings:
    374
    You appear to be an Upward enjoyer. Very cool.
     
  3. ABpriceHI45

    ABpriceHI45 L1: Registered

    Messages:
    32
    Positive Ratings:
    6
    removed BLU's Second spawn in the first point
    removed fall scream trigger
    removed the useless clipping
    REMOVED ONE PAYLOAD CHECKPOINt

    optimized map file size | 22.4 MB > 3.49 MB
    added some optimization

    changed a few stuff near BLU's first spawn area
    remodeled the last point bridge
    changed the light_environment

    added a another route in the second spawn so you won't have to suffer from a single path
    textured blu bridges
    raised the roof in the last point building,
    - so you wont have to bump your head

    cow

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  4. ABpriceHI45

    ABpriceHI45 L1: Registered

    Messages:
    32
    Positive Ratings:
    6
    fixed the "Inserted trigger_multiple with no model" appearing in console
    reduced red spawn damage to 5
    - after the second, or fourth checkpoints is capped

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  5. nesman

    aa nesman master of fast travel

    Messages:
    649
    Positive Ratings:
    543
    Your skybox was mega broken when we played it today.
     
  6. ABpriceHI45

    ABpriceHI45 L1: Registered

    Messages:
    32
    Positive Ratings:
    6
  7. ABpriceHI45

    ABpriceHI45 L1: Registered

    Messages:
    32
    Positive Ratings:
    6
    Made the map smaller - [still kinda big, will make it smaller 'soon']

    Half-detailed a few buildings
    fixed some very broken sniper sightlines
    *the third point sniper sightlines slightly nerfed, just added boxes to add cover

    changed the Building near the second point

    idk, added a another cow props
    Added a medium health pack
    Added another tunnel near second point, to save time
    Added Arrow Signs, You won't get lost
    Added Light in second blu spawn
    Added back the fallscream triggers

    Renamed the Payload Checkpoints
    Displacements
    currently had weird shadows, will fix it
    moved the cart a littl

    Removed the useless resupply cabinet in first red spawn



    thanks for playing my garbage map people!

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    • Like Like x 1
  8. ABpriceHI45

    ABpriceHI45 L1: Registered

    Messages:
    32
    Positive Ratings:
    6
    Clipped the Last point prop door to prevent getting stuck
    Clipped the Cliff Signs

    Fixed a couple of overpowered sniper sightlines
    Fixed weird displacement shadows

    Added a couple of func_nobuild
    Added a Ramp near the First Payload Checkpoint
    Added a BIG SIGN in the Third Payload Checkpoint Spawn
    the reason was to know players, that spawn has been changed

    Removed the "S" Payload Track near the First Payload Checkpoint
    Replaced it with a simple raise turns???? Payload Track

    Changed the 'shortcut path to blu first spawn' to have Barrels middle of it, and a straight path
    Changed the Map -lightings

    Moved the First Red Spawn a bit and their spawn points
    Moved the Spawn points on the Red/Blu spawn near the Third Payload Checkpoint
    Moved the 'path_track_end' in the Final Terminus a little bit



    idk, added another cow

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  9. ABpriceHI45

    ABpriceHI45 L1: Registered

    Messages:
    32
    Positive Ratings:
    6
    Made the Map a little Smaller

    RED now spawns at BLU's above the second spawn
    Detailed some buildings

    Fixed the terrible clipping in BLU's second spawn

    Changed the Skybox and the light_environment to match with pl_upward
    will set skybox to sky_arctic_01 soon

    Moved some resupply cabinets

    Nerfed the bridge sniper sightlines

    Added a Full Health Pack, for the brave souls who want to refill their hp




    +another cow lol


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  10. Idolon

    aa Idolon the worst admin

    Messages:
    1,982
    Positive Ratings:
    5,833
    This map is severely overscaled. I timed myself pushing the cart from start to finish at x1 speed and compared it against the push times for all official maps, and found that the total push time for this single stage map beats out Thunder Mountain in its entirety:

    upload_2021-5-9_20-23-38.png
    (Note: Hellstone has a slow cart, so it takes longer to push despite being a decently sized map.)

    Even if you cut the map in half, it would still be longer than any other single stage payload map in the game. There's some good gameplay ideas in this map and I can tell you've put a lot of work in, but unfortunately I think you've still got a lot of work ahead of you to get this map to a more reasonable size.
     
    • Agree Agree x 1
  11. ABpriceHI45

    ABpriceHI45 L1: Registered

    Messages:
    32
    Positive Ratings:
    6
    'Why did you skipped a6!!!??'
    Because A6 was same as the A5 version, with some track changes, it's still long.

    And now this is the A7 version, uh the 'Overscaled to underscaled' update
    ________

    MADE THE MAP SMALLER

    from 10 minute payload push time to 6 minutes payload push time
    4 minutes push time if TWO people or A scout push the ...cart

    Map Layout Changes
    - Expanded BLU's first, second spawn area, so the blu team can no longer suffer claustrophobia
    - Expanded RED/BLU Third Spawn Area
    - Removed the Sloped ground near BLU's first spawn area
    - Moved the tall Building in the First Payload Area
    - Shorten the Bridge In the First checkpoint
    - Changed the entire Area near RED's first spawn area
    - Removed the Thin Cliff Walk Path ..thing near the Third Checkpoint
    - Added a Thin Cliff Walk Path ...thing.. below RED's second spawn area
    - Removed half of the area in the Fourth Checkpoint
    - and more [i kept this list small as possible]

    Added more Health Packs and a Ammo Pack
    3 small health pack
    1 full health pack
    1 medium ammo pack

    Added a few fences in the First Payload Area
    Added a few boxes in the second building in the first area
    added a few boxes in the map
    Added a new two spawn doors in the First BLU spawn
    Added a Second Bridge in the Last Payload Checkpoint
    Added a new path near RED/BLU Third Spawn
    Added a Rollback Zone in the Last Point Bridge Area

    Moved a few props n' stuff in the map
    Moved a few RED and BLU's spawn points to save time
    Moved the Resupply Cabinet in RED's first spawn area

    Removed a few Block Bullets
    Removed some useless signs

    Changed the Skybox
    Changed the light_enviroment
    Changed the Small spawn door in the RED's first spawn area to be not a One way door

    Nerfed a few sniper sightlines

    Fixed Very Sloped Arrow Sign Clips
    Fixed a few broken Clipping


    idk, added a few cows lol
    added the rock
    added a totally normal blu team sign overlay
    moved medic and demo inspecting the cow

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    • Thanks Thanks x 1
  12. ABpriceHI45

    ABpriceHI45 L1: Registered

    Messages:
    32
    Positive Ratings:
    6
    Expect a9 later,
    short list of the updates in a8

    - 3d Skybox
    - Underscaled a bit
    - Lot of Sniper Sightlines Nerf
    - Fixed falling scream, not finishing after ded
    - fixed spawns
    - nerfed the demoman in this map
    - toned down the lighting

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  13. ABpriceHI45

    ABpriceHI45 L1: Registered

    Messages:
    32
    Positive Ratings:
    6
    MADE THE MAP SMALLER ...again
    from 6 minute payload push time to 5 minutes payload push time
    __________________

    Map Layout Changes
    - Changed the entire first area
    - Expanded the edges of the map, prevent dying. smthing, idk.. lol!!!
    - Cut the middle area in HAlf
    - Made the Middle area of the map feels safe

    *Added a Rollback Zone near the first Payload Checkpoint
    *Added a new dangerous catwalk for the brave
    *Added a couple of railings on the edges of the catwalk near idk, flank route below BLU's First Forward Spawn
    *Added a couple of clipping
    *Added a 3d Skybox
    *Added a new RED Spawn in final,
    RED will spawn to the new spawnroom when the cart passes the bridge area in the final capture point
    *Added a new RED Spawn near BLU's First Forward Spawn
    *Added a few Patches to the Health and Ammo Packs
    *Added stuff

    Moved the Payload Cart a little bit

    =Sadly removed the annoying bug were the merc still screaming when he is DED.

    ^Changed. the Skybox to sky_arctic_01 ..again

    Nerfed some sniper sightlines, (there's still a powerfull sightlines, will fix)
    Nerfed the Demoman on this Map

    Fixed the Broken Spawns and Doors in RED/BLU's Third Spawn
    Fixed the Misplaced Payload Cart Explosion??????

    Continued Art-Pass thing


    more cow
    brought back the rock

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  14. ABpriceHI45

    ABpriceHI45 L1: Registered

    Messages:
    32
    Positive Ratings:
    6
    hotfix wow

    - Nerfed a few sniper sightlines
    - Area Portal Optimization on RED's Last Point Base
    - Removed weird Clipping in the Cave shortcut exit building thing
    - Scaled Smaller the Clipping in the Sky in the First Area, for Sticky Jumper Demomen ????
    - Placed some nodraw textures on not-able-to-seen areas
    - Fixed Cart being slightly slow in Second Payload Checkpoint
    - Rehauled Finale Cart Explosion in RED's Last Point Base
    obviously
    - Updated the 3d Skybox a little bit
    - Slowed down the Payload Garage Door Thing in RED's Last Point Base
    - Changed the map Lighting a bit

    - Changed the uhh this thing, a lower ground idk, maybe.. on this image idk /????

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  15. ABpriceHI45

    ABpriceHI45 L1: Registered

    Messages:
    32
    Positive Ratings:
    6
  16. aci

    aci L1: Registered

    Messages:
    1
    Positive Ratings:
    0
    Very interesting map! Would love to see what you continue to do with this, possibly waiting for a10...
     
  17. ABpriceHI45

    ABpriceHI45 L1: Registered

    Messages:
    32
    Positive Ratings:
    6
    >>CUBEMAPS NOT FIXED, WILL FIX IN 'a10a' idk lol<<
    >more stuff will be fixed later, or tommorow, <<,

    because i am just tired of this Hammer Editor™ errors

    Map Layout Changes
    - Removed the Tunnel Flank Route

    *Added Handrails in the Catwalk below Red's Second Spawn
    *Added stuff in the map scenery a little bit of - [ex. trees and rocks, buildings]

    Moved the BLU SPAWN BUILDING A BIT FORWARD
    Moved the Player Spawns a bit

    =Happily removed Clipping in the air, because it was stupid [also complaints]

    ^Changed RED'S First Spawn Door Exits

    /BLU will Spawn in RED'S Second Spawn after capping the Third Payload Checkpoint

    Nerf- GOOD BYE SNIPER SIGHTLINES, ADJUSTED FOG BACK TO
    IT'S A8 VERSION

    Fixed the RED Players Teleporting back to Last Spawn When they Touched the spawngates.

    Continued Art-Pass thing a bit.


    removed cow(s)


    i should start shorting the update list

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  18. ABpriceHI45

    ABpriceHI45 L1: Registered

    Messages:
    32
    Positive Ratings:
    6
    map's compile options ar;
    Vvis is fast
    Vrad is normal

    - Adjusted the Fog
    - Area Portal Optimization
    - Removed Weird Clipping on RED'S Second Spawn
    - Fixed Both Team's Spawns
    - Adjusted the wood ramp near the Third Payload Checkpoint
    - Expanded the Third Payload Checkpoint Area
    - Nodraw'ed stuff
    - Removed the Wood Trim thing around the First Payload Checkpoint area
    - Added Cubemaps (i hope this one works)
    - Moved some Both Team's spawn points a bit

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  19. ABpriceHI45

    ABpriceHI45 L1: Registered

    Messages:
    32
    Positive Ratings:
    6
    - Fixed Payload Cart being slow after going in the Finale rollback zone
    - Optimization it's still laggy because the 'vvis' is set to fast ??
    - Remodeled the Finale Rollback Wood Stuff Thing
    like that one wooden structure in upward in last
    - Adjusted Fog
    - Fixed Clipping Issues
    - Changed stuff a bit in the Third Payload Checkpoint Area
    - Nodraw'd stuff
    - Added Another Rail in the Path Below Red's Second Spawn

    Current Issues;
    RED Team can teleport to their Third Red/Blu Spawn

    Soon to be Fixed or Add™
    Can't explain but that red one way door trigger after blu triggers the second payload checkpoint and stuff


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  20. ABpriceHI45

    ABpriceHI45 L1: Registered

    Messages:
    32
    Positive Ratings:
    6
    Packed the Map properly

    *Added Rollback Hazard Overlays on the First Cart Rollback Zpne
    *Added stuff a little in the map scenery
    *Added One Way Door Triggers after the Payload cart capping stuff
    like in ypward

    Moved the BLU Player Spawns a bit
    Moved some props in the Third Payload Checkpoint Area

    ^Changed Stuff in the Third Payload Checkpoint Area

    Adjusted the Fog to about 4000
    Adjusted Optimization stuff

    Fixed the Red Players able to Loadout Change Teleport thingy

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