Rush

PLR Rush rc1

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,002
1,311
Rush - 2 Stage Payload Race

Rush is my entry for the payload checklist contest.

payloadcontestchecklist.png

Checklist:
-Multistage
-Multiple carts
-Payload crosses over it's own path
-Ledge of 256 hu in height
-Rollback zone of 256 hu in height

Rush only has 2 stages without set up gates. This is done as an attempt to work on some issues with multistage payload race. Many people say the first 2 stages don't matter because whoever wins the 3rd wins overall. Due to this, I've removed the 3rd stage. Winning the first stage will give you an advantage in the 2nd, winning the 2nd will win overall.

The lack of setup gates is mostly due to the size of each area, as they are designed more as arenas like pipeline and nightfall's 3rd stage. The thought is that by trying to make each area useful, it will lead to more confrontation between players as they push the cart instead of them ignoring it and just killing each other. The overall stage length is extended by the use of rollback zones that can help stall the cart.
 

Mess About

L7: Fancy Member
Jan 16, 2017
413
178
There's an Area portal bug on the 2nd stage (I haven't check the other side yet)
TPuSROz.jpg

5VdQ2Ms.jpg
Also on 2nd stage, these door frames (this and the other one on the left) are solid
5ujO0S0.jpg
Not really a problem, but i think 2nd stage's spawndoors are a bit too small. The carts rolling into mid (instead of into each others base) is a cool idea though
 

YOYOYO

47 crashes and counting
aa
Jul 10, 2017
620
556
This has got to be one of the most Gorgeous alpha payload map I've ever seen! Good job with this, it's quite fun too!
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,002
1,311
STAGE 1:
-added some height variation to mid
-added more health and ammo to mid
-changed last to be more defendable

STAGE 2:
-changed routes from spawn to upper area by mid building
-made upper area by mid building more defendable by giving defenders more of a height advantage and attackers less of one
-added board to walk from the top of right building on the opposite side of where the cart starts to upper mid
-added large pipe to create a route from rollback zone to upper mid
-removed drop down from spawn and made it a ramp

Read the rest of this update entry...
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,002
1,311
OVERALL
-fixed rollback zones to slow the payload as it goes up them like it's supposed to

STAGE 1
-reversed track path
-added 2 new rollback zones and removed the previous one
-changed around height variation throughout the map
-changed large buildings at mid
-added jump pads

STAGE 2
-moved spawn area to make it closer to upper tracks
-added rollback zone at first ramp
-pushed back bomb start area for losing team
-added upper area for snipers across from final bomb drop area
-added more height options on upper tracks for defense
-raised ramp at final rollback zone for bomb drop

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MaartenS11

L2: Junior Member
Dec 19, 2015
63
16
OVERALL
-fixed rollback zones to slow the payload as it goes up them like it's supposed to

STAGE 1
-reversed track path
-added 2 new rollback zones and removed the previous one
-changed around height variation throughout the map
-changed large buildings at mid
-added jump pads

STAGE 2
-moved spawn area to make it closer to upper tracks
-added rollback zone at first ramp
-pushed back bomb start area for losing team
-added upper area for snipers across from final bomb drop area
-added more height options on upper tracks for defense
-raised ramp at final rollback zone for bomb drop

Read the rest of this update entry...

I think you forgot to enable clip brushes when compiling
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,002
1,311
STAGE 1
-removed jump pad and replaced with stairs
-shortened the width of the mid area
-remade side areas by health and ammo to fit the new size
-added support thing in mid area to block some sight-lines

STAGE 2
-moved spawn rooms to be closer to beginning and end of cart tracks
-removed underused areas
-blocked nasty sight-line through the center of the map
-made death pit more noticeable
-added some more high areas at the curve before final cap
-added jump pad from far right sniper building that'll throw you at last

Read the rest of this update entry...
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,002
1,311
-gave the map a very basic barnblitz facelift

STAGE 1
-made distance between spawn and that building with final in it shorter
-added a slide :D
-remade the left side of the final building to give defenders a height advantage to defend from
-put a 1 way door in that same area
-changed payload start area and tunnel to fit the new sizes
-gave defenders a bit more highground at final
-slide path leads to a route to the mid bridges to give teams another way around to their cart once it gets to that area
-added path from left side spawn to final building
-removed dropdown from left side spawn

STAGE 2
-lowered outside overhang to last and made the whole area a rollback zone
-shortened upper area after 2nd rollback zone and made it into a building
-edited spawn exits to match new lengths
-removed "mine" ramp area and moved health n ammo packs on lowest low ground closer to outside
-edited stairs tower thing to fit new height of overhang to final

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