Sandblast

PL Sandblast a17

soylent robot

L420: High Member
May 26, 2009
499
394
sandblast a5!
this update closes a few of the openings that allowed either team to too easily outflank the other. also ive raised the skybox ceiling in all outside areas, tweaked the optimising in stage 3 a little, and changed red's spawn for stage 3 to be more open. other big changes:
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ive widened the first part of stage 2. it was way too cramped, by doing this ive opened up another flanking route for the attackers.
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in stage 3, ive changed blu's spawn a little bit, and swapped the brick building that used to be in the corner for a rock outcrop. the first cap on this stage is a little more closed in, with less routes that allow blu to get behind the defenders
 
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soylent robot

L420: High Member
May 26, 2009
499
394
oh man it's sandblast_a6
nothing much to add here, except ive put more optimising in, and changed the first and second stages very slightly. stage 3 got some big changes, you can see those in my previous post
 

soylent robot

L420: High Member
May 26, 2009
499
394
doing some very basic detailing for a7, since its changed so little gameplay wise. during the last tf2maps gamesday it got a lot of positive response, so hopefully i can get started on the beta soon!
here's some of the detail ive done so far
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soylent robot

L420: High Member
May 26, 2009
499
394
red's new spawn for stage 2
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facing away from the spawn, towards where the cart comes from
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and replaced that ugly, cramped brick building with something that fits the rest of the stage much better
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soylent robot

L420: High Member
May 26, 2009
499
394
a8 is here!

changes include:
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removed the topmost exit from blu spawn. this exit allowed blu to get above red way too easily, letting them rain stickies and such down on red's defences, making the first cap too easy. its now harder for blu to get up to this position.

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conversly, the second half of the stage was too hard for blu, as they couldnt get up to the second floor flanking routes. hopefully this ramp will change that.

so from now on im testing just stage 1 until its good gameplay wise, then moving onto stage 2 etc
 
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soylent robot

L420: High Member
May 26, 2009
499
394
After some advice from helpful tf2maps folks, ive decided the first stage just isnt working as i'd like, so ive completely redone it
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Blu's new spawn and bomb start
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The first point
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The bit after the first point (the kart exits the tunnel on the right and travels left in this pic)
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Red's new spawn and bomb end.
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From above. the first section looks a little short, but theres a rollback ramp to contend with.

download sandblast a10 here!
 

bob+M|M+

L6: Sharp Member
Mar 31, 2008
346
394
First time playing this map. The new first stage you made is really good. Overall I really enjoyed the map. Here's some things I came up with for feedback:

sand1.jpg

sand2.jpg

sand3.jpg

sand4.jpg

sand5.jpg

Also this path is a great option but the path is too long. Maybe you can move the door to the left so it's in front of your view when you are walking down the track.

sand6.jpg

sand7.jpg

sand8.jpg


Overall I think you got a solid map going. Some more areas need work but you have a good feel for level design.
 
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soylent robot

L420: High Member
May 26, 2009
499
394
stage 2 got a complete revamp as well
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the start of the bomb track.
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section 1 of stage 2. blu must push the cart along this precarious cliff face, past red's high ground. there is a back route up to the high ground for blu to take, and if red doesnt defend that path, silly things will happen (such as red losing)
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section 2. another cliff face to go along, with some buildings to hide in. blu gets some one-way shortcuts, as is traditional
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this is where red would set up to defend the final cap, but blu has a difficult to use one-way tunnel to get behind here. difficult because if red isnt a team of idiots theyll have that tunnel defended
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and all of stage 2
 

soylent robot

L420: High Member
May 26, 2009
499
394
its sandblast a11!

this time both the second and third stages have been completely changed (see my previous post for stage 2)

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this is the first part of the stage, leading up to the first cap

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part of the second section, along a cliff outcropping, inspired a little by hightower

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the final area. the path to here from the blu spawn got rather long, so i put in two tunnels that open on second cap, directly connecting this area to the first area. im worried these tunnels might make it too easy for blu to attack or red to counterattack back to the first area, but testing will show that for sure.

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from above.
 

bob+M|M+

L6: Sharp Member
Mar 31, 2008
346
394
I'm liking the changes. Stage 2 and stage 3 are looking better.

Health/ammo:
One big thing I'm noticing is your ammo/health distribution needs a lot of work. There are far too many ammo packs and health packs everywhere. This especially unfavorably benefits spy. Think about a red spy going from spawn towards blue team, and he can pick up ammo everywhere without ever having to decloak, and when spotted, can find ammo again just as easily.

As for health packs, a generally good place to put them is in fallback areas. Imagine you are fighting in a battle and you are low on health. Where do you go? you retreat to the backlines to look for health.

Another example is on your stage 2 first point. You have health/and ammo packs on the high ground where only red can access them. imo, they shouldn't have that much ammo/health AND the advantageous high ground along with perfect cubbies. they should have to go back to lower ground to get their ammo/health and retreat off of their advantageous spot. At the most 1 full ammo pack up there, but definitely not 2. No health up there.

there are some gameplay things as well, but I'd like to try the new layout before I make any comments.

keep up the good work :D