PL pl_burner a10

Payload map for the Payload Checklist Contest!

  1. Erk

    Server Staff Erk erk

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    pl_burner - Payload map for the Payload Checklist Contest!



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    Checklist for the map, 8/5 counted for


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    Blu spawn


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    Outside Blu Spawn


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    B point


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    C point


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    Route to D point + D point


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    Red's Final Spawn + Last point and deathpit


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    tribute


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    Additional shot of the route to D point


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    Sideways shot


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    Almost Top Down shot

    Note: Previous download was deleted bc I thought I could just repack the .bsp to fix the missing content, so I had to make a new one to give it back! Sorry to anyone who downloaded the map or left any comments or ratings!

    The screenshots also aren't accurate regarding the skybox texture, the texture used in the actual map is different now since I was having issues packing that one in for whatever reason.

    This is the new Skybox texture which is made by Fubar: https://tf2maps.net/downloads/sky_dusk_01.640/
     
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    Last edited: Jan 8, 2019
  2. Messing Around

    Messing Around L6: Sharp Member

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    edit: nvm, i don't know why the cart stucked the first time i tried, but when i restart the game it's gone

    keep seeing this, dk if it cause any problem
     
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    Last edited: Jan 8, 2019
  3. Erk

    Server Staff Erk erk

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    I've tested this loads and it doesn't seem to do anything. I'm uncertain as to why it shows up. Thanks for the feedback though!
     
  4. TSJ1020

    TSJ1020 L1: Registered

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    1
    I put this into my mapssrc folder but it won't show up when I type "maps pl" into console. I type "maps pl" to filter only payload maps.Any way I can actually play this map on my game?
     
  5. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

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    Download the BSP and put it in your /tf/maps/ folder then type that ingame. You can also use /tf/download/maps/ for organisation of sorts
     
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  6. Idolon

    aa Idolon the worst admin

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    erk your D is long

    upload_2019-1-10_19-30-11.png

    really though. it might be a problem
     
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  7. Erk

    Server Staff Erk erk

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    god_iwish.jpg

    (ill work on that thanks!)
     
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  8. Idolon

    aa Idolon the worst admin

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    upload_2019-1-10_19-41-48.png

    visual aid
     
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  9. Erk

    Server Staff Erk erk

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    [​IMG]

    Changes for a2:

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    Last has been increased in size and red now has a balcony looking at the cart

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    D's length has been shortened and moved closer towards C

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    The door after B is now partially see-through

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    There is also now a ramp at B to make transitioning easier

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    Due to lasts size, red spawn is now encroaching on blu spawn a bit

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    Blu spawn now is a lot less straightforward than before, this was made to block the sightline exiting spawn and to give blu a better shot at using the other route

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    Peer down at blu and revel in satisfaction in the new last spawn (note: blu doesnt spawn there any more at that point so you'd be peering down at your own failures)

    Read the rest of this update entry...
     
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  10. Erk

    Server Staff Erk erk

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    [​IMG]
    Changelog:

    -Removed Dogs

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    -Blocked sightline coming into last

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    -Removed a spawn that I felt was way too close to D point + last, blu was having too easy of a time pushing into last and it was causing frustration for red

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    -Moved Jills tribute and added a small health pack where it used to be to maybe help attackers

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    -Added a sightline blocker to fix a sightline into one of reds spawn. I kept it semi-transparent to let people know thats where they should go

    -Added a sign outside of blu's forward spawn to help direct them to the next point

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    -Added a ramp and moved some walls around to help give blu more cover

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    -I disliked the dropdown red could use against blu at B so I removed it in place for another safer route.

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    -Also in that area, I fixed overlays not properly appearing on the brush and added additional cover and a window to see through (not shoot through) to help blu again.

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    -Added a pylon to block a sightline

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    -Added additional lighting in areas that needed them

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    Sideways Shot

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  11. Erk

    Server Staff Erk erk

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    [​IMG]

    New forward spawn for Blu after D is capped. Blu spawns a lot closer to last now.

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    Some mild detailing across the map, just to stop things from always looking so gray.

    Read the rest of this update entry...
     
  12. Erk

    Server Staff Erk erk

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    [​IMG]

    +added some boxes to block a sightline

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    +Blu now has a new route to get past D point, along with additional ammo where only health was at first.

    +The health in the pit near D has been changed from a full to a medium hp pack

    Read the rest of this update entry...
     
  13. Erk

    Server Staff Erk erk

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    [​IMG]

    New first area for blu to push through

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    New Blu spawn, moved to the side with better routes available

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    New Red spawn interior
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    New Red exterior next to last



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  14. Erk

    Server Staff Erk erk

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    [​IMG]
    New Changes as of A7:

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    +Red now has a wall separating their spawn from the main path and a new ramp for their other exit

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    +Blu has a new route that gives a height advantage for them at last

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    +A point's choke now has an additional door to give both teams some more space

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    +Fixed a dumb sightline around C

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    +Increased ammo supply around C, 2 new fulls and 3 medium ammo boxes are around C

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    +New small health and medium ammo around last

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    +The shack near first is now flat instead of having a sloped roof

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  15. Jusa

    aa Jusa

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    path.jpg

    I'll try to rationalize some of my thoughts on the overall flow of the map since I don't think I was that coherent during the imp. These are just my thoughts on hopping on it and playing on it for the first time and I'm mostly talking about flow here, not the gameplay geometry itself, but rather how the level felt as a whole.

    In Burner, the payload takes this "compact" style of layout kind of similar to upward where the path is not heading forwards towards something but rather around something. The map takes sharp angles both to the left and to the right in an overall small (somewhat indoors-y) space and the path even goes under itself in a completely separate gameplay space. I often felt disoriented in Burner, feeling like I didn't know where the last point I was fighting on was and where the next one is set (on the level as a whole, I don't mean that I got lost in the level, areas just felt rather disconnected from each other) and to what direction is the map going next. I think it's mostly to do with having the map so compact while at the same time having so large portions of the maps set indoors. I felt like there were no clear landmarks to help me understand the placement of different points across the map and even if there were, I wouldn't be able to see them being indoors.

    In Upward, the player is always pushing the cart upwards and to the left, which gives it a flow. The map is also set around a huge structure on a hill, and surrounded by steep cliffs on the sides. This gives the player a sense of where they are and where they are heading. (As blue, you always have cliffs on your right and huge structure on your left.) In Burner however, there are no real elements like this to help the flow of the map. This coupled with such a complex payload path makes it a bit disorienting.

    This might just be an alpha thing that drastically improves during detailing, but I thought to mention it anyways, with a complex payload path like this. Over all I enjoyed the interesting geometry of the map even though the different spaces felt rather disconnected as a whole.


     
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  16. Erk

    Server Staff Erk erk

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    Thank you Jusa, your feedback means a lot to me.
     
  17. Erk

    Server Staff Erk erk

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    [​IMG]

    +Blu's first area has been detailed more thoroughly and the shack has been replaced with a much more detailed version

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    +The area around C has been reworked, turns out I dont really need that area to be so straight since the first area already covers it. The dynamic door that was set in place has also been removed.

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    +Since I made the area tighter, I decided to make the area to the right bigger in general, hopefully helping people find themselves in better positions

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    +Blu spawn now has a fence, partly for detailing but also to give them some extra cover so they aren't spawncamped that hard

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    +Close to D theres a prop jump that all classes can now go up. I added this because I felt that the extra mobility would help blu find their way up the hill.

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    +Also around D; I edited the walls around the hill to block sightlines, and removed the lamp since it wasnt necessary.

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    +There is a new building next to the hill to partly block sightlines (again) and to give blu more cover to push

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    +Close to last, I added a skybox brush to block grenades from being spammed across the main pathway

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  18. Erk

    Server Staff Erk erk

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    [​IMG]

    +Red has a new spawn- pushed farther back, along with some detailing and texture changes to make the layout easier to remember

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    With the contest being pretty close to finishing, I figured I might as well start

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    Ive detailed quite a few places to just get my foot in the door

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    +I've moved around A point, B point, and C point to try to space them out more evenly, with C point being directly outside of the cave at the end

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    +A point is now inside the cave

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    +B point is further into the cave

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    +There are now better signs available to help players navigate the map better

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    + Added some more boxes

    + Can't really show this with pics but I did another clipping pass- certain props also have no collisions now

    +Fixed trigger_teleport not working for Red spawns

    [​IMG] thanks 4 reading

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  19. Erk

    Server Staff Erk erk

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    Positive Ratings:
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    [​IMG]

    More detailing around last, disp work and stuff
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    Rose the shack up a bit

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    Blu has a new spawn (again) this time being enabled after B is capped

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    Adjusted all the ammo and health placements to be farther apart from each other

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    First has a new building

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