- Sep 10, 2008
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Downloads: A new file has been added by Icarus:
pl_smog_a1
pl_smog_a1
5-point linear PAYLOAD:
I've been constructing a map with a system similar to Well/Granary, except it uses a payload cart instead of the standard CPs. The theme I have chosen for this map is a very polluted industrial-manufacturing factories. I designed the layout of the map in an S-shape, so I could have the paylaod track run the shortest route, but is also the most choky. Key locations are further away from the track, offering more open areas and act as strategic routes to flank the enemy. I do not run a server myself, so I would really appreciate it if I could run this test version of smog on your servers
Please tell me if something goes wrong, or even small requests. The map has not been detailed yet, so I can make radical changes to any number of locations.
NOTES:
- At the beginning, it plays just like the start of any regular old 5-Point CP map, with the battle over the middle point, or in this case, battle over who initially owns the cart
- ONLY the team who owns the cart may push it [at different speeds] just like badwater, as well as receiving health and ammo
- If the cart is left unattended for 25 seconds, it becomes neutral; the first team to touch it at this state gains ownership
- I am aware that the HUD for the middle point is missing, however, I cannot find any way to fix this issue, I assume since VALVe has not created a neutral checkpoint texture.
Center Checkpoint + HUD demonstration
Objective:
Escort the payload to the enemy base. Stand near the payload to make it move.
3D map layout
Other Notes:
Control over the payload is lost if it has been left unattended for more than 25 seconds.
2D Map Layout
Checkpoint 2 (BLU)
Final Terminus (note that BLU spawns under the Final Terminus
)
Changes for Alpha 1:
-Smog Released for early playtesting
pl_smog_a1
pl_smog_a1
5-point linear PAYLOAD:
I've been constructing a map with a system similar to Well/Granary, except it uses a payload cart instead of the standard CPs. The theme I have chosen for this map is a very polluted industrial-manufacturing factories. I designed the layout of the map in an S-shape, so I could have the paylaod track run the shortest route, but is also the most choky. Key locations are further away from the track, offering more open areas and act as strategic routes to flank the enemy. I do not run a server myself, so I would really appreciate it if I could run this test version of smog on your servers
Please tell me if something goes wrong, or even small requests. The map has not been detailed yet, so I can make radical changes to any number of locations.
NOTES:
- At the beginning, it plays just like the start of any regular old 5-Point CP map, with the battle over the middle point, or in this case, battle over who initially owns the cart
- ONLY the team who owns the cart may push it [at different speeds] just like badwater, as well as receiving health and ammo
- If the cart is left unattended for 25 seconds, it becomes neutral; the first team to touch it at this state gains ownership
- I am aware that the HUD for the middle point is missing, however, I cannot find any way to fix this issue, I assume since VALVe has not created a neutral checkpoint texture.
Center Checkpoint + HUD demonstration

Objective:
Escort the payload to the enemy base. Stand near the payload to make it move.
3D map layout

Other Notes:
Control over the payload is lost if it has been left unattended for more than 25 seconds.
2D Map Layout

Checkpoint 2 (BLU)

Final Terminus (note that BLU spawns under the Final Terminus

Changes for Alpha 1:
-Smog Released for early playtesting