PL pl_crusade a07_reup

Highlander Payload Map

  1. DolphiN

    DolphiN L1: Registered

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    pl_crusade- Canyon Payload Map

    One-stage payload map set in red's canyon base being developed for competitive Highlander play.
    This is my first map, looking for feedback.
     
    Last edited: Jun 27, 2016
  2. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    It's quite good for a first map, however it suffers from quite a large amount of overscaling.
    The sightlines along the tracks are really big at a fair few points, and if you tested this in a gameday, I wouldn't be surprised if each team had at least 3 snipers. You might have been running around the map as a scout while testing the scale of it, but I recommend using one of the classes that run at regular speed (e.g. sniper and engie) to see how big areas feel.
    Just downscaling the whole map by a bit (or a lot) will go a long way to helping this map be fun to play on.
    Don't get disheartened by this, as many first maps (including my own) suffer from overscaling.
     
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  3. DolphiN

    DolphiN L1: Registered

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  4. DolphiN

    DolphiN L1: Registered

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    Additions:
    • Added signs to help directioning
    • Added some slight detailing
    • Added fencing to make clear barriers
    • Added rock and fence on first to block sightline and fill space
    Fixes:
    • Fixed missing bullet-clip from rocket at last
    • Fixed nodraw surface in AB Pit
    • Fixed doors on B being too tall and clipping out of building when open
    • Fixed missing barriers that allowed red to go into blu first spawn
    • Fixed non-functioning shutter door to last
    • Removed unnecessary ledges
    • Moved spawn-points out of shutter trigger area
    • Made glass in IT area after B more visible
    • Minor texture fixes
    • Moved rock closer to building on B
    Last Point Changes:
    • Widened right-side offensive pushing area
    • Added more ground
    • Turned small health pack into medium health pack

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  5. DolphiN

    DolphiN L1: Registered

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    C-D Changes:
    • Made the balcony from warehouse longer
    • Added props to make it easier to jump from warehouse to top of bridge
    • Moved doorway on top of bridge
    • Made C-D more open
    Minor Tweaks/Bug Fixes:
    • Added more displacements on the ground
    • Moved spectator cameras
    • Added no-build to doors and spawns
    • Fixed being able to become stuck on rock outside of first BLU spawn
    • Fixed lamp in shed outside of first BLU spawn not having a light

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  6. DolphiN

    DolphiN L1: Registered

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  7. DolphiN

    DolphiN L1: Registered

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    • Retextured some buildings/areas
    • Opened window on C to cover the point more
    • Opened area outside of IT on A
    • Fixed big nodraw brush in first red spawn
    + Other minor tweaks/fixes

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  8. DolphiN

    DolphiN L1: Registered

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    • Made window above ramp to B taller
    • Extended spawn trigger to gate in first blu spawn
    • Added sign to A
    • Fixed being able to build outside of first blu spawn gates before round start
    • Thickened the barrier in IT after B
    • Moved warehouse door to help prevent spawn camping
    + Minor detailing/tweaks/fixes

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  9. DolphiN

    DolphiN L1: Registered

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    Changed:
    • Major and minor textures
    • Modified metal sheet on A
    • Made one-way doors into two-way doors
    • Made building next to pit after A into underground mine
    • Made large ammo pack at A more visible from outside the room
    • Moved window above AB pit
    • Moved bridge and cover above pit on AB
    • Moved B and C capture points forward
    • Moved health and ammo packs after B in upper computer room
    • Made dropdown on B roomier
    • Moved full health and ammo pack to first floor in AB mine
    • Moved last blu forward spawn back
    • Made props more visible to climb on B
    • Turned medium ammo pack in cave on C into small ammo pack
    • Removed weird slanting ceiling/wall in IT before A
    Added:
    • Signs so players know that falling down a dark pit kills you
    • More directional signs
    • Small cart rollback area for last
    • More explosions on blu win
    • Medium health and ammo pack in warehouse next to C
    • Railings to computer room before C
    • Passage to upper section in IT area after B
    • Hole in mine next to AB pit
    • Patch overlays under health and ammo packs
    • Textures for doors you can open from one side
    + Minor fixes/features

    Thanks to Fastco Pugs for feedback. I am guessing the map is so amazing that no one responds to the tf2maps.net thread

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