PL_Firebase_Factory

PL PL_Firebase_Factory B3

I Darkstar X

L3: Member
Oct 19, 2017
119
10
PL_Firebase_Factory - A Payload map where you will push a bomb into a mechanized Firebase Factory.

This map, pl_firebase_factory, is probably one of the favorites I've made thus far. It is also my first attempt at using a 3D skybox and customized fog effects.

-

It is a misty morning at Firebase Factory. But the sky is as dark as ever, the accursed Shroud stealing away the blue of the sky and the twinkling twilight stars. But no matter, such aesthetics are pointless anyway. The only thing that matters is the Firebase Factory.

-

pl_firebase_factory is a largish map consisting of a central open path with tight corridors along the sides until the primary factory floor, also known as the "finale area" for no specific reason, especially not because of thematic flair added to a successful BLU team win....

*ahem*

Anyway, the map is extremely dynamic, and as BLU progresses, walls that were once though to be solid will open up or explode to revel entirely new areas. Side routes are very common, but chokepoints still exist, such as the entrance to the "finale area".

There are a few highly notable areas, such as the airlock pairs leading to the very first capture point. Each contains a full kit of ammo or health, making them extremely strong resupply areas, but as they are a bit off the beaten path, and require the airlocks themselves to filter the air, it could just be better to make due with that medic or level 1 dispenser.

The second notable area is in the "finale area". The walkways can be shot through. bullets, rockets, energy pulses, etc., all can pass through them. This is to prevent them form being too powerful, as you'd be surprised how rare it is for people to look up in an FPS.

Lastly, is the final doors, and this is IMPORTANT. EVERYONE SHOULD READ THIS: The cart will stop and wait for both doors to open, but due to hammer limitations, it will not continue along the path unless you stop pushing it and then start pushing it again. I tried to dodge this by having a physexplosion go off that pushes everyone away, but it doesn't do anything at all, annoyingly. So if anyone has a suggestion to fix this issue, I'm all ears.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
536
You have way more screenshots than is necessary, but I still feel like I don't understand your map at all. Like you almost exclusively took screenshots of inconsequential hallways.
 

I Darkstar X

L3: Member
Oct 19, 2017
119
10
You have way more screenshots than is necessary, but I still feel like I don't understand your map at all. Like you almost exclusively took screenshots of inconsequential hallways.
I believe the screenshots are supposed to be taken of everywhere in the map. Additionally, those hallways are the path to the first area for RED team. Rather important.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
536
I believe the screenshots are supposed to be taken of everywhere in the map. Additionally, those hallways are the path to the first area for RED team. Rather important.
If I'm mistaking essential areas for inconsequential hallways, then the map is probably too cramped
 

I Darkstar X

L3: Member
Oct 19, 2017
119
10
If I'm mistaking essential areas for inconsequential hallways, then the map is probably too cramped
Fair enough, but I have tested the map and found that the cramped-ness either doesn't have much of an effect, or it works inversely; adding as opposed to taking away.

If you experiment and come to a different conclusion, please let me know your findings so I may learn from them for future projects ^vv^
 
Oct 6, 2008
1,965
450
Based on the screenshots - This map makes me feel claustrophobic, ceilings are low, I didn't see a whole lot for jumping classes so it makes me think it's a heavy, pocket medic push map - is this correct?
 

I Darkstar X

L3: Member
Oct 19, 2017
119
10
Based on the screenshots - This map makes me feel claustrophobic, ceilings are low, I didn't see a whole lot for jumping classes so it makes me think it's a heavy, pocket medic push map - is this correct?
Well, The paths along the rails are the highest ones, high enough for jumpers to jump. Particularly in the "finale area", the catwalks are accessible by blast-jumpers. (rip scouts.) But the flanking routes before that point are all hallways, yes.
 

I Darkstar X

L3: Member
Oct 19, 2017
119
10
-Added pipes to the 2 and-a 1/2 areas that didn't have pipes.

Now as for the skybox....

I have no idea how to even begin texturing that, and for fear of it looking utterly stupid, I'm not going to try with out suggestions and/or help.

Read the rest of this update entry...
 

FloofCollie

I really suck!
aa
Nov 5, 2016
600
670
Some of your texture usage is questionable. The metal texture you used on the floor in a few areas is treated as a wall texture in official maps, and in the same area the walls are all identical which is uninteresting and the texture you used tiles often and is usually only used on trims or supports.
 

I Darkstar X

L3: Member
Oct 19, 2017
119
10
Some of your texture usage is questionable. The metal texture you used on the floor in a few areas is treated as a wall texture in official maps, and in the same area the walls are all identical which is uninteresting and the texture you used tiles often and is usually only used on trims or supports.
Just because they're used like that in official maps doesn't mean I have to use that that way XD I wanted the exterior areas to feel mechanical and unpleasant, so I used metal textures. The interior was meant to look a mite more "pretty" while still remaining "unfeeling".

And as for the tile texture (I assume you're referring to the texture I used for the ceilings) it was the ONLY texture in the tf section that was labeled as "ceiling" XD
 

FloofCollie

I really suck!
aa
Nov 5, 2016
600
670
Well, no, but it's where they make sense. Do it how you feel.
And no, I wasn't referring to the ceiling texture, but to the riveted wall texture that tiles (repeats) quite obviously
 

I Darkstar X

L3: Member
Oct 19, 2017
119
10
Well, no, but it's where they make sense. Do it how you feel.
And no, I wasn't referring to the ceiling texture, but to the riveted wall texture that tiles (repeats) quite obviously
AHHH "tiles" was mapper jargon XD My mistake. As for that, I personally didn't notice it until I looked really hard at it. Perhaps I could change some of it to a different texture to make it look nicer. Would that serve the same purpose?
 

I Darkstar X

L3: Member
Oct 19, 2017
119
10
-Drastically reduced setup time
-changed how the airlocks work
-Removed some confusing rail tracks. (Should be more obvious with a bit of logical thinking to identify where the cart will go.)
-Increased maximum possible round time
-Spawn timers have been adjusted and change slightly as points are capped.
-Changed some props near RED spawn
-No more one-way spawn doors or conveyers!
-Fixed bug with non-animated resupply lockers
-No more earrape
-Secret things owo

-THE LAST DOOR IS STILL BROKEN. I just can't get it to work right. You will still need to stop pushing then start again to make it move.

-Also screw cubemaps. If I have to cry in a corner anymore over it my carpet will be permanently damaged due to the salinity. (use mat_specular 0 to disable the checkerboard reflections.)

Read the rest of this update entry...