Pl_GenericBuilding - A Payload map that wishes for flanking classes to be more useful Hi, I made this first map to teach myself how to overall publish maps onto this site and experiencing play testing as a creator. I made this map to try and make flanking classes like scout or pyro be able to still do something vs red engies while making red still be able to defend. I did this by making flanks more important and able to go around points and blocking sentry sight lines. Sentries will still be effective but it will now require more engies to also cover flanks. I hope these flanks will make them as useful of a front as the payload because if a team controls a flank the other team will be vulnerable. Thanks for playing!
ok it actually works, also added minor balance I assume wil fix things Read the rest of this update entry...
Did the following: Added secondary red and blu spawns New red spawn on the balcony and replace after point 2 for the old red spawn New blu spawn just outside of the factory and used after point 3 Arrows outside of first red spawn to guide players to the front Arrows outside of blu first spawn to point them into the building and guide them into the cave Cover moved around and added to prevent op sentry spots and sniper spots Reduced amount of water outside and put flat ground in it's place Theme is now dusty because it's brighter and actually tf2 themed, also replaced clear glass with tf2 glass Got rid of second red spawn exit to blu flank to prevent them from using it too much All dev textures now are bright Some seams got covered up Moved some health packs away from each other to encourage players into taking flanks and using rooms. Read the rest of this update entry...
fixed some geometry blocking players and one way exists for red first spawn to prevent people getting stuck inside if second point is capped Read the rest of this update entry...
I noticed that spamming props is not really good and the map is still too open. So I did the following: Reduced # of props. Kept props that would stop sight lines/op sentry spots. Made 2nd blu spawn indoors to reduce sight lines and to make it harder to push past 2nd point Last point flank was too useful for reds so I closed up the entrance that can be used by reds and made the exit a balcony Reduced amount of doors Fixed some seams Fixed some ways to get on player clips Replaced some glass Open and closed off certain areas like last point flanks. Thanks. Read the rest of this update entry...