PL Pollution A8

Re-pollute the enemy!

  1. Dr. Orange

    Dr. Orange L6: Sharp Member

    Messages:
    369
    Positive Ratings:
    278
    Pollution - Re-pollute the enemy!

    Pollution is my first ever attempt at a multistage payload map. I've learned from my misstakes with Basetown, and have looked at multiple official payload maps trying to learn what makes a map fun. Currently, only the first stage is in the works, with the second and third stage being added later on.

    Known bugs:
    • Sometimes the map gets really dark.
    • The timer and progression HUD may be missing.
    • One of the spawn doors at...
     
  2. JMaxchill

    JMaxchill L5: Dapper Member

    Messages:
    220
    Positive Ratings:
    64
    Just from looking at that first picture, it looks like you'll have some massive sightline issues with how open it is.
     
  3. Dr. Orange

    Dr. Orange L6: Sharp Member

    Messages:
    369
    Positive Ratings:
    278
    Changelog:
    + Cover
    + A building around midway from A to B to break up sightlines
    + Trees! Trees everywhere!
    + A brand new sentry spot
    * Re-arranged RED spawn a little
    * Changed the time given upon capping A to 3:30
    * Generally broke up sightlines
    + Gibus!


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  4. Dr. Orange

    Dr. Orange L6: Sharp Member

    Messages:
    369
    Positive Ratings:
    278
    Changelog:
    + Added a new side route.
    - Removed at least 8 sightlines.
    + Probably added a few sightlines.
    * Fixed weird lighting on trees.
    + Added more health around B.
    * Gave RED more height advantage around B.
    + Gibus!


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  5. Dr. Orange

    Dr. Orange L6: Sharp Member

    Messages:
    369
    Positive Ratings:
    278
    Changelog:
    * Made the area around A feel less like a bunch of brushes popped down to block sightlines.
    + Added a divider near-between B.
    + Added walls and roofs around the exit from the warehouse.
    + Added some directional signs that activates after the payload have reached certain points.
    * Changed the side route to the left of BLU's spawn.
    * Changed the sky lighting and shadows.
    * Changed the tree models.
    * Properly packed custom assets.

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  6. Dr. Orange

    Dr. Orange L6: Sharp Member

    Messages:
    369
    Positive Ratings:
    278
    Changelog:
    + Added some height variation near and around the tracks.
    + Carved some of the towers and made it so you can walk inside them. :)carve: not that kind of carve)
    + Probably made the map more sniper heaven.
    + Added leaf piles.
    + Further decorated Defender's spawn.
    - Removed a flanking route for the Attackers. (can now only be effectively used by Defenders.)

    Please playtest and let me know what you think ;)


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  7. Dr. Orange

    Dr. Orange L6: Sharp Member

    Messages:
    369
    Positive Ratings:
    278
    Changelog:
    - Removed the flanks to the left (the one-way door) and the right to concentrate game space.
    + Added some more length to the map.
    * Replaced some buildings with platforms.
    * Lowered the B arena.
    + Gave Defenders some height advantage just outside their spawn.
    + Added a ramp up to the fence next to the tower the cart has to go through.

    This update probably either breaked or made the map. Be sure to leave feedback so I know what to improve.


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  8. Dr. Orange

    Dr. Orange L6: Sharp Member

    Messages:
    369
    Positive Ratings:
    278
  9. zahndah

    aa zahndah professional letter

    Messages:
    718
    Positive Ratings:
    627
    only thing that could make this changelog better is '-changed some stuff'
     
  10. CommodoreKong

    aa CommodoreKong

    Messages:
    332
    Positive Ratings:
    304
    We playtested Alpha 7 last night and I was pretty impressed with this map, you have a really solid foundation for the first stage. I'm looking forward to seeing future revisions and more stages going forward.
     
  11. Dr. Orange

    Dr. Orange L6: Sharp Member

    Messages:
    369
    Positive Ratings:
    278
    It took it's time and doing, but it's finally here. Pollution stage 1 v. alpha 8. Stage 2 is in the workings.

    Changelog:
    + Added a door that starts open and become one-way-only after the first point is capped.
    - Removed the old door from the same building.
    + Added a small window to the large mid building for demomen to launch grenades through or something.
    + Added another exit to the mid-to-last building.
    + Textured some things.
    * Majorly overhauled last.
    + Added more height variation.
    + Added a roof abov the point.
    - Removed all leaves from the tree.
    + Added a sniper fence to the RED platform above last.
    + Cart now explodes on timer (ka-boom!).
    * Fixed up cart decorations.






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