pl_crusade

PL pl_crusade a07_reup

DolphiN

L1: Registered
Sep 3, 2015
11
1
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:

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
446
457
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.
 

DolphiN

L1: Registered
Sep 3, 2015
11
1
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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DolphiN

L1: Registered
Sep 3, 2015
11
1
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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DolphiN

L1: Registered
Sep 3, 2015
11
1
  • 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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DolphiN

L1: Registered
Sep 3, 2015
11
1
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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