Red River

PL Red River x9

JeanPaul

L6: Sharp Member
Aug 5, 2010
303
288
JeanPaul submitted a new resource:

Red River - 100 player single stage payload

Red River is back but this time as payload!

The main goal with the CP version of Red River was to test the map potential of 100 players with a much larger than stock battlefield style layout. While successful in the general idea, the custom 3 control points per area gameplay spread players out a little too much. Converting to this map to payload should fix this problem and fix any pacing issues. There are also a lot of layout additions and changes so its not just a straight conversion from...

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JeanPaul

L6: Sharp Member
Aug 5, 2010
303
288
JeanPaul updated Red River with a new update entry:

pl_redriver_x2

redesign with a different approach. this layout is about 25% the size of upward with more traditional tf2 chokes, all rooftops accessible, and fewer but larger buildings

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JeanPaul

L6: Sharp Member
Aug 5, 2010
303
288
JeanPaul updated Red River with a new update entry:

pl_redriver_x3

A
-no changes

B
-simplified pathing on roof
-added ramp from main to roof for more blu access
-added support pillar in middle of blu's holding area on main
-removed drop down connector from inside building to main
-removed far left (as red leaving main spawn exit) passage between B and C

C
-no changes

D
-clipped hole on blu's one way door building roof that lead to OOB area
-fixed not being able to walk around a support pillar near reactor
-added missing lights to red final spawn
-added...

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JeanPaul

L6: Sharp Member
Aug 5, 2010
303
288
JeanPaul updated Red River with a new update entry:

pl_redriver_x5

Redesigned and simplified B

B
-reduced overall amount of playable area
-flattened and raised routes behind B building
-removed lower route under B building
-removed shack above main
-added two large stone pillars to main
-improved access to roof for both teams
-simplified main roof and interior space
-widened blu's main route
-added sentry hole into ride side wall of main and inside corner of B building
-added smokestack

C
-removed basement section under red building
-flattened lower...

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JeanPaul

L6: Sharp Member
Aug 5, 2010
303
288
JeanPaul updated Red River with a new update entry:

pl_redriver_x6

New connectors

A
-removed far left route around main building to point from blu spawn
-raised entire main area near the checkpoint
-flattened and raised lower outer route
-reduced size of main building over checkpoint

B
-redesigned connector from A
-blocked main connector area so blu has a better holding area
-removed cliff route behind control point
-removed red cliff side courtyard area
-opened main interior space to blu side outside courtyard
-removed red cliff side entrance to main...

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JeanPaul

L6: Sharp Member
Aug 5, 2010
303
288
JeanPaul updated Red River with a new update entry:

pl_redriver_x7

I havent given up! This version is going to feel like a completely new map with revamps to every area. Overall better scale and should feel safer for medic on either team.

A
-reduced overall walkable area by about 20%
-removed lower cliff route
-simplified all the routing in and on the main building
-removed two blu side entrances to main interior red building so its less swiss-cheese-y
-removed lower blu spawn exit. all blu players empty into main now
-reworked main interior path to red...

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JeanPaul

L6: Sharp Member
Aug 5, 2010
303
288
JeanPaul updated Red River with a new update entry:

pl_redriver_x8

Revamped and expanded the center main building at D and gave red some more defense options at A and B.


A
-removed front two doors on blu spawn
-added shacks to back area for some red cover


B
-refined rooftop space a bit
-fenced off rooftop of the suspended rooftop shack
-added smaller bridge directly over main for better red sentry spots (this might be a massive blu buff lol)
-fixed red being able to build in spawn
-removed doorway from suspended rooftop shack
-added one way windows to...

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