Mountain Edge

PL Mountain Edge A14

  • Site Migration: See bugs? Report them here. Want something changed or have an idea? Suggest it here.

ABpriceHI45

L3: Member
Jan 30, 2021
100
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

Read the rest of this update entry...
 

ABpriceHI45

L3: Member
Jan 30, 2021
100
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!

Read the rest of this update entry...
 

ABpriceHI45

L3: Member
Jan 30, 2021
100
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

Read the rest of this update entry...
 

ABpriceHI45

L3: Member
Jan 30, 2021
100
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


Read the rest of this update entry...
 

Idolon

a survivor with too much paint
aa
Feb 7, 2008
2,025
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.
 

ABpriceHI45

L3: Member
Jan 30, 2021
100
'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

Read the rest of this update entry...
 

ABpriceHI45

L3: Member
Jan 30, 2021
100
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

Read the rest of this update entry...
 

ABpriceHI45

L3: Member
Jan 30, 2021
100
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 /????

Read the rest of this update entry...
 

*aaci

L1: Registered
Mar 19, 2021
2
Very interesting map! Would love to see what you continue to do with this, possibly waiting for a10...
 

ABpriceHI45

L3: Member
Jan 30, 2021
100
>>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

Read the rest of this update entry...
 

ABpriceHI45

L3: Member
Jan 30, 2021
100
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

Read the rest of this update entry...
 

ABpriceHI45

L3: Member
Jan 30, 2021
100
- 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


Read the rest of this update entry...
 

ABpriceHI45

L3: Member
Jan 30, 2021
100
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

Read the rest of this update entry...