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PL pl_midwest a6

Autumnal Payload

  1. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    pl_midwest - Autumnal Payload

    Midwest Mills is a milling company being used as a front for RED team and hiding some kind of sci fi power source device that BLU really wants to destroy.

    PL_Midwest is my entry for the Back to Basics contest. It's a payload map designed to try to get the most out of it's space with a snaking cart path, dynamic elements such as shortcuts and a turntable as well as multiple spawn areas.

    -Credits-
    Layout/detailing: MegapiemanPHD
    Semi Truck and Trailer: FGD5
    Wasted Harvester: Rain
     
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  2. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    -Attempted to make B more defendable for red
    -redid C to make it more defendable
    -added another spawnroom for Red when dealing with B and C
    -changed red spawnroom at last to be less confusing
    -adjusted lighting so everything's less jarate yellow outside
    -fixed players teleporting into walls on spawn change
    -fixed odd bass sound spam (hopefully)
    -lowered health and ammo in vet path at last to make it less powerful
    -added some signs to help guide players

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  3. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    -remade pretty much everything from B onward
    -pushed back B
    -changed landmark teleports to just normal teleports for moving players in spawn rooms around as they change
    -messed around with respawn times as points are capped
    -added info_observer points
    -fixed sound glitch (I hope)

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  4. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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  5. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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  6. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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  7. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    -moved around silos between A and B
    -too much detailing for an alpha map
    -fixed the cart being way too slow after B is capped
    -added new building for blu to use while attacking C
    -enlarged indoor routes around the map
    -gave the stairs up to the conveyor at C more space to breath
    -changed stairs to battlements between D and C to a jump route to try and slow down red getting to that area after C is capped
    -locked off door by the trade spawn (spawn that starts red then turns blu) so blu can't use it to get as far behind red while attacking B
    -other things I don't remember

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  8. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    -Changed skybox to haze_01 from the swamp pack
    -changed lighting to fit skybox better
    -Added one way path for blu to get to A in an attempt
    -fixed door not opening when B is capped
    -moved around health and ammo packs throughout map to try and have them in better locations
    -changed height dynamic in loading dock building by C
    -blocked ridiculous sniper sightlines from C to blu spawn
    -small amounts of detailing throughout map
    -added stairs to red drop down path at C
    -added new lower flank in and out of D
    -removed jump path to route from D to the upper area between D and C in hopes of stopping red from holding that area once C is capped
    -edited respawn time changes as points are capped throughout the map
    -changed stairway from lower C area to upper B area to be a dynamic ramp that lowers after B is captured to try and stop red from getting behind blu's frontline

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  9. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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  10. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    -removed flank to a added in a5 as it only made things worse
    -closed in building flank between A and B by silos
    -added one way dropdown as well as sniper windows to the long building between blue spawn and B
    -made the open space before A smaller and moved around the geometry to try to create more cover
    -fixed odd clipping on extendo ramp between B and C
    -closed up some areas a D to make it less swiss cheesy
    -removed stairs to lower flank behind the pit at D and made it a one way drop down vent. Should make it good for attackers opposed to defenders
    -added higher area before the first roll back zone at D that leads to vent mentioned above
    -created a new spawn room for blu in the back of the building red has their 2nd spawn in that opens after C is capped to lessen blu's walk time from spawn to D
    -added a prop jump to that concrete slab on the right of the long building in-front of blu spawn
    -moved around some health n ammo packs
    -widened ramp on rock by B
    -fixed visual glitch on red's right exit at their final spawn room

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