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New Submission: Frontier B2

Discussion in 'Maps' started by MangyCarface, Jan 14, 2009.

  1. MangyCarface

    aa MangyCarface Mapper

    Positive Ratings:
    Downloads: A new file has been added by MangyCarface:

    Frontier B2


    Instructions: Drag and drop the contents of this folder into your /tf folder. When it prompts you to overwrite or merge, choose merge.
    Server operators: Do the same for your server, and make sure to include the .res file. This tells clients to download the quicklist men thumbnails!

    Welcome to the Frontier!

    This is a single-stage payload map with 4 control points for BLU to capture. It is designed to address some of the problems with payload maps, namely the tendency to push forward hard and then bring the cart up afterwards., and the overall advantage towards RED/defenders.
    To this end, in Frontier, players push a train! Meet Lil' Chew-Chew, the Engineer's latest invention (though the Pyro contributed in design ideas.) This payload is a large mechanized train engine with the ability to run over anyone in front of it- contingent on at least 3 players pushing him along.
    To capture points in Frontier, simply stand on or close by the platform Chew Chew trails behind himself. He will absorb all frontal damage, and so RED is forced to apply a very loose, flanking defense in order to stop his progress. Extensive playtesting has been done to both ensure fair and fun gameplay for both BLU and RED and each individual class, with special attention paid towards weakening overpowered sentry locations. This map is tested mostly in a 32 player environment, as gameplay scales downwards better than upwards. Recommended for 14-32 players, as offense will receive a large advantage with any lower.

    A lot of effort went into this map, not only on my part, but from an enormous array of people in the custom community. Full credits, in no set order:

    Map: MangyCarface
    Lil' Chew Chew: Arhurt (of ctf_aerospace fame; check it out!)
    Poster, extensive playtesting, statistics gathering & interpretation, major source of ideas: "FLOOR_MASTER"
    Engineer Poster: Ovens (fataldose on DA)
    Server poster: Nineaxis (check out his WIP pl_stovepipe)
    Decompiled bomb cart parts: Z33W13R+VALVe
    Decompiled Laser: TheDarkerSideofYourShadow, VALVe
    Laser choreography (note: temporary): TheDarkerSideofYourShadow
    Extra track pieces: III Demon Sign: Youme
    Satellite dish below laser: *mostly* valve

    Thank you to the following server operators and their corresponding servers:
    FLOOR_MASTER & 2f2f: currently in rotation @
    ChillyWI & YinYarr
    Rahmie & PuniPuniNa
    flubber & CanardPC
    NoHeroes- for hosting a 24/7 server for so long.

    EVERYONE at You know who you are, and how much you've helped in the form of paintovers, ideas, and support along the way.

    My friends at 2fort2furious for bearing with me in playtesting the 14 versions we went through, some of which were awful.

    Please enjoy!


    -Various graphical changes/fixes:
    Brighter ambient lighting
    Greater HDR bloom (slightly)
    Displacement errors sewn
    Quarry smoothed slightly
    Poster moved indoors
    Translucent prop in quarry removed
    Other fixes
    -Cart fixes:
    Chewchew's hitbox is much more accurate-enjoy, snipers!
    Chewchew is now the correct distance above the track
    Chewchew no longer brings RED players into BLU setup area if falling backwards
    -Balance fixes:
    Point 1 has been revamped to make it much easier for BLU; BLU also spawns faster now.
    Setup time has been increased to 70 seconds and starting time decreased to 5:50.
    Point 1 rewards 30 more seconds; Point 2, 10 less, Point 3, 10 more.
    Maximum time is now 10 minutes- down from Beta 2's 14. Enjoy, red!
    Point 2 has been moved back to make its capture easier for BLU.
    Point 4 has been moved forward 128 units- harder to capture.
    Fixture on roof near pt 1 is now Nobuild. Catwalks after Point 1, as well.
    Concrete area overlooking hill extended; railing added to reduce sentry power+pyro spam
    -Optimization: Doors after Point 1 removed (prevents RED pyro invasions as well)
    Dropdown after Point 1 moved to the right
    Various touch-ups to geometry to promote FPS
    Areaporals tweaked; hint brushes added
    Potentially, 20-30% performance increase, but this will vary per machine
    -Other changes: Red first spawn expanded to feel less cramped.
    Goals added to beginning of round.
    Signs now change depending on spawns; additional signs added
    Explosion is 3x larger than previously. Enjoy! (There will be further additions in b3.)
    Various clipping errors revamped.
    Exploit after Point 1 removed (sentry behind displacement)
    Quicklist image added. Find a frontier server fast!
    Can no longer jump up sign near point 1 onto cliff area.
  2. Queops

    Queops L2: Junior Member

    Positive Ratings:
    This is my favourite payload map. CHOO CHOO <3
    Glad you fixed the bugs on B1 and I don't have anything to point out at the moment.
    Waiting for the beta 3 now :p
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