pl_mill

Discussion in 'WIP (Work in Progress)' started by infectedfury, Dec 17, 2008.

  1. infectedfury

    infectedfury L3: Member

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    beta 5 is here
    [​IMG]

    download from fpsbanana
    tf2maps link soon

    Author's Readme/Notes

    Map name: pl_mill
    Author: Infectedfury
    Description: A 3-stage Payload map for Team Fortress 2 in the alpine style of lumberyard

    note: map is designed for up to 24 players any more and map may be unbalanced


    Version history:
    --Beta 5--
    large detail pass
    improved lighting
    objects now self shadow
    one way doors now have no entry signs

    cap 1--
    modified walk way and door to the left of cap 1
    moved door of middle building to be easier for blue.
    made door only open when cap 1 has been claimed
    removed wall that cover the door.
    side room at one way door now has a window with opening that over looks the rock need red spawn
    added pile of wood that can be climbed next to red spawn.
    expanded red sniper deck and cap zone.

    cap 2--
    small wall added in the mill
    removed hole on over pass after cap

    cap 3--
    expanded air vents so red can uses only when the 1st cap has been taken but cannot use when 2nd cap has been taken
    added new red spawn room when cap 1 has been taken. cap is close to battlements and air vents
    new side room near 2nd cap
    more cover added to final cap
    expanded side room at final cap
    platform under water drop you can rocket, sticky or triple jump out
    the map is split into 3 stages like goldrush.


    --Beta 4--
    cap 1--
    wall added to the top of blues main spawn
    moved over pass on cap 1-2 back and a bit lower
    removed metal from over pass
    added more hp to cap 1-2
    removed bottom exit under overpass
    added a one way door for blue on overpass
    more signs
    added more cover to side rooms on 1-2

    cap 2 --
    moved side door of the mill back
    modified cover and ramp near door
    added 2 new ways up to side room of cap 2-2

    cap 3--
    added air vent system for blue to flank cp 3-1 and 3-2

    misc detail added and more sounds

    --Beta 3--
    ---no public release---
    changed the balcony out side blues main spawn to be an in closed room with windows
    increased width of underground tunnel in cap 1
    added side room to underground tunnel
    added two way door to tunnel
    added more cover to cap 1-2
    misc bug and clipping fix
    more detail


    -- Beta 2 --
    added more lighting.
    fixed bug where payload would not go back in some places.
    stage 1 -2 increased size 2 rooms to make for better for blue engineers
    added new metal to expanded room
    added more cover to stage 1 - 2
    the start of stage 2-1 has some changes
    fixed bug where engineers could build under some doorways
    explosion at the end has been improved (you should like this)

    -- Beta 2 --
    added more lighting.
    fixed bug where payload would not go back in some places.
    stage 1 -2 increased size 2 rooms to make for better for blue engineers
    added new metal to expanded room
    added more cover to stage 1 - 2
    the start of stage 2-1 has some changes
    fixed bug where engineers could build under some doorways
    explosion at the end has been improved (you should like this)

    -- Beta 1 --
    First release

    Shots of beta 2
    http://image.hazardstrip.com/ss/maps/168543.jpg
    http://image.hazardstrip.com/ss/maps/168544.jpg
    http://image.hazardstrip.com/ss/maps/168545.jpg
    http://image.hazardstrip.com/ss/maps/168546.jpg

    download b2 here
    Download from fpsbanana
    Download from tf2maps
    _______________________________________________

    shots from b1
    http://image.hazardstrip.com/ss/maps/166913.jpg
    http://image.hazardstrip.com/ss/maps/166912.jpg
    http://image.hazardstrip.com/ss/maps/166909.jpg


    I'll post some old wip shots and other stuff some time soon
     
    Last edited: Mar 2, 2009
  2. FreeLance_FoX

    FreeLance_FoX L6: Sharp Member

    Messages:
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    Positive Ratings:
    173
    I messed around on this map a while back when you released b1 because frankly it's the BEST looking alpine PL I've ever seen, by far. That said, what really ruined this map for me was huge number of small misalignments and cracks in things that made walking through the map less of a pleasurable walk and more of a treasure hunt, searching for every little crack where I could see into the skybox...

    I actually had started taking pictures of them all when I realized I just didn't have the patience... :(

    But you released b2 recently and I assume you fixed some or most of those. :D I can't wait to try the new version! I really can't tell you enough how well designed this map is, though, it's just splendid. ^_^
     
  3. Galago

    Galago L2: Junior Member

    Messages:
    90
    Positive Ratings:
    5
    Looks cool, I've yet to try it out. From the screenshots, it looks like it should be an arena map
    (I see the medi-pack over pit of death deal... nice :D)
     
  4. toutfou

    toutfou L3: Member

    Messages:
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    16
    Very cool looking and playing map, worth checking out :)

    Instead of taking screenshots, you can just type 'getpos' in the console and copy/paste the result. That way any mapper can just load up their map, paste in the result and it'll take them to the exact point and camera angle you were looking at.
     
  5. Icarus

    aa Icarus

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    We put this map up on [-Q-]'s new Custom Payload server, and it was a hit!

    We had other maps like frontier, cashworks, halfacre, great heights, and dbheights, but Mill came out on top and is everyone's favourite. Fantastic work! We haven't found any problems with the map yet, however, we will look forward to every release!
     
    Last edited: Dec 20, 2008
  6. infectedfury

    infectedfury L3: Member

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    cool :)

    should have a new version soon. i did have b3 ready but i think it needs some more work before the i release it as it has some graphical bug that need fixing.

    also here is a quick fly through vid of beta1
    [ame="http://au.youtube.com/watch?v=w4FkFTmyln0&feature=channel_page"]YouTube - millmov.wmv[/ame]
     
  7. flubber

    flubber L4: Comfortable Member

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  8. Icarus

    aa Icarus

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    The only problem I've seen is that cap 1-2 is very difficult to attack. Engies get a strong overhead platform to build on and spies get the best routes to get behind the enemy (through the water). Perhaps if you could make this a one-way door?
     
  9. kaplan

    kaplan L1: Registered

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    I have to agree with Icarus. Cap 1-2 is extremely hard to attack. Our guys love the map, but were extremely frustrated that they couldn't get pass the main chokepoint.

    Maybe close off the room with the full health pack to prevent the red team from advancing outward? It would give the Blu team some sort of staging area to drop down to the far right with ubers to take out the sentries on the bridge.

    I would love to see more directional signs for the Blu team as well. Players unfamilar with the map, after capturing the first point, primarily attack from the main chokepoint. Most are unaware of the underground route or the staging area, the building with the one way gate.
     
  10. Sgt Frag

    Sgt Frag L14: Epic Member

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    I've played this a few times now.

    Maybe on the [Q] server or 2fort2furious server. Maybe both?

    I had quite a good time. Don't have any crits or anything, just thought you'd like to know it's enjoyable.
     
  11. FLOOR_MASTER

    FLOOR_MASTER L3: Member

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    I definitely agree with the CP 1-2 difficulties. A few suggestions for that point:

    Give BLU a path to bypass the chokepoint shown and counter the extreme visibility/height advantage RED has in the final area (the existing lower exit is too vulnerable/seldom used and can be removed):
    [​IMG]

    Likewise, give BLU A better sense of what they're getting into when using the dropdown here by adding a window:
    [​IMG]
     
  12. Cameron:D

    Cameron:D L6: Sharp Member

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    I tried this map last night - Very nice, but I needed to go just when the teams started filling up.
     
  13. infectedfury

    infectedfury L3: Member

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    yea I'll try changing it so you exit at the top.


    that could work. i have modified it a bit from when you posted this. so i'll see if i can fit a window in there. in b1 there was on cover and you could see right in.

    also I have added a few more arrows around the place to show some of the side passages as i see too many people just try to go though the main choke points with out even looking for a side path
     
  14. Icarus

    aa Icarus

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    I was told to relay this to you.

     
  15. infectedfury

    infectedfury L3: Member

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    already fixed in b3, the door kills you when you stand in when the point is capped.

    I was going to have b3 out last week but Im not going to release b3 as it has some new bugs in it. I'll release b4 in a week or 2
     
  16. infectedfury

    infectedfury L3: Member

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    here is a screen shot of a change Ive made to cap 1-2
    [​IMG]
     
  17. kaplan

    kaplan L1: Registered

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    In the middle of the screenshot, any chance you can close off that entrance so that the red team can't control the upper level? It would give engineers on the blu team a chance to set up a foward base more easily.
     
  18. Icarus

    aa Icarus

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    Looking good!

    Thanks for listening to us.
     
  19. flubber

    flubber L4: Comfortable Member

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  20. infectedfury

    infectedfury L3: Member

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    • Thanks Thanks x 1