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PL Scorched Earth (PL) A3

Somewhere in New Mexico, the sun sets on a quiet Pueblo village...

  1. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    Scorched Earth (PL) - Somewhere in New Mexico, the sun sets on a quiet Pueblo village...

    Well, we assume it was quiet before our favorite mercenaries came and started littering the place with bullet casings and explosions. Now this village is a warzone harboring a Red mining base, and your job is to either assist or resist Blu team's attempt to blow the whole thing to kingdom come! Woo hoo! DESTRUCTION!

    This is the first version of my payload checklist contest entry. It is a 3CP single-stage standard payload map. Here is my clipboard:

    Thanks to owly-oop for his skybox sky_dawn_01!
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  2. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    Alpha 2
    -Slightly shifted the payload train's origin to match the center of the wheels
    -Optimization improvements
    -Widened the underground tunnel in the payload spawn area
    -Made the first CP area larger
    -Reworked Blu's spawn
    -Blocked off one of the windows overlooking the payload spawn area to block a sightline directly into Blu's spawn
    -The sniper hut near the first CP now has 2 entrances on either side
    -Adjustments to health and ammo placements near first CP
    -Replaced the orange dev textures with a white dev texture
    -Fixed capture point sounds being heard at checkpoints
    -Completely reworked the second control point and the route leading into the final CP area
    -Added a taller wooden backboard to the train stopper behind the payload's spawn to provide easier access to the upper balcony from the floor
    -Added a third control point between second and final
    -Widened the stairs leading up to the first CP from the right, as well as the hallway leading to the balcony looking over the payload spawn area
    -Slightly shrunk the final CP area
    -Adjusted the shortcuts between the first and final CPs
    -Added a small raised platform next to the final cap with a small health pack
    -Adjusted the flank routes to the final CP area
    -Added a wall on the right side of the final chokepoint separating the elevated section
    -Filled the bomb pit with coal
    -Added a medium ammo pack in the bomb pit
    -Moved the medium ammopack on the crates to the ground
    -Adjusted Red spawn area
    -All dead players on Red team are instantly respawned upon a point capture

    A2 Clipboard:
    checklist_a2.png


    Outside Blu's first spawn.


    The first control point area.


    The first control point.


    The second control point.


    The third control point area.


    The third control point.


    The final control point area.


    The final control point area from a different angle.

    Go to the update entry...
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    Last edited: Jan 7, 2019
  3. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

    Messages:
    937
    Positive Ratings:
    644
    Alpha 3
    NOTE: Last version, I falsely noted that I had widened the stairs and hallway on the right leading to the first CP. However, a reversion caused this change to be removed from the final result, but this never got removed from the changelog. The A2 changelog has been updated to correct this, and the change has been properly included in this version.
    -Added railings on the balcony overlooking the cliff near the third CP so players don't get pushed off the cliff as easily
    -The wood barrier after the second CP now has a wooden hitsound rather than metal
    -Optimization improvements
    -Fixed z-fighting in payload spawn area
    -Slightly raised the payload prop to mitigate issues with cart physics
    -Adjusted payload path nodes at the bottom of the last CP's large rollback zone to mitigate issues with cart physics
    -Engineers can no longer build on top of the tallest cargo crate at the last CP
    -Fixed visible nodraw in certain areas
    -Added a small room in the route connecting Blu's lower forward spawn door to the third CP's cliffside
    -Adjusted respawn times
    -Fixed missing/incomplete clipping around first and third CPs
    -Expanded the routes between the third and last CPs
    -Removed the upper shortcut door between the last and first CPs
    -Added a new underground route between third and last
    -Shortened the wood fence in front of Blu's first spawn
    -Added kill triggers to the final explosion
    -Removed oneway door at first CP
    -Adjusted healthpacks near first CP
    -Widened the stairs leading up to the first CP from the right, as well as the hallway leading to the balcony looking over the payload spawn area
    -Reduced brightness of lights in white buildings
    -Added label signs to CPs 2 and 3
    -Slightly reduced the width of the payload's building kill trigger

    Go to the update entry...
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    Last edited: Jan 12, 2019