Mountain Mine

PLR Mountain Mine A5

Pominalis

L1: Registered
May 4, 2017
5
0
Mountain Mine - A PLR map that goes down, around, through and out of a mountain.

First map I made that's not a stage for SFM, so if you test it out please tear it a new one.

I know that tall maps are frowned upon, but I wanted to try to make one that has C.Q.B. and decent cover. I tried to balance Sniper sight lines and the mobility of Demos, Soldiers and Scouts with enough cover for everyone else.

About The Map:
-It's symmetrical, so I used symmetric props to make the layout balanced.
-The Spawnrooms have 5 exits to reduce the risk of spawn camping, with one that only opens once their teams gets down the lift so they can access the 'mines'.
-The track as 2 crossovers; one at the beginning and one in the 'mines'.
-Access to the 'mines' for the cart is in front of and below the enemy's spawn, this is where issues may arise.
-The cart will roll down most of the way with a stop in the middle on the way there, the sides of which are surfable.
-There are no full health or ammo boxes, just small(3) and medium(3).
-The bridge connecting the mountain and base camp has cables that can get you back up to spawn.
-On the bridge is some elevated cover surrounded by boxes, you can use these with the lower stack of barrels to get on top of it.
-Base camp has a long elevated cover that can be built on and covers the cap-points.
-First one to bring their (empty for testing) mine cart to base camp wins.

(I know the lighting isn't the best but it should be good enough to see what's going on.)



20170814204921_1.jpg20170814210237_1.jpg20170814210250_1.jpg20170814210012_1.jpg20170814210032_1.jpg 20170814210534_1.jpg 20170814210840_1.jpg20170814210317_1.jpg20170814210124_1.jpg20170814210133_1.jpg
20170814210159_1.jpg20170814210146_1.jpg20170814210944_1.jpg 20170814210958_1.jpg
 

Pominalis

L1: Registered
May 4, 2017
5
0
Remade the spawnrooms and made proper battlements along with a lot more cover on the first area.

Completely remade the 'mine' area into a large cavern and removed the lift mechanic whilst adding more cover.

Added corridors into the cavern from the lower area connecting the two spawns over looking the bridge.

Added more cover on the bridge as well.

Read the rest of this update entry...
 

Pominalis

L1: Registered
May 4, 2017
5
0
Fixed an error on the first crossing that prevented the blu cart from crossing if red crossed first.

Changed the window textures in the spawnrooms.

Added area_portals.

Added a tall box at the first crossing for a bit more cover.

Added dirt and crystals to carts.

Read the rest of this update entry...
 

Sor

L2: Junior Member
Jul 29, 2016
87
8
You should add -StaticPropPolys to your final vrad configuration to avoid the blackness around tracks, note that this increases compile time.
 

Pominalis

L1: Registered
May 4, 2017
5
0
Total remake of the map.

Skipped A4 since the way it was going didn't feel right, so I burned it down and started over.

Changes
End area and bridge got a remake.

Carts start in the ore depository freshly filled with gems.

Open ramp in the back of the depository to drop down onto the bridge.

Added a giant auger that'll kill you if you get too close.

Made a single crossover point for the carts.

The spawns are now on opposite sides of the map facing each other.

Three bridges lead to the main spire from the spawns.


Read the rest of this update entry...