Shrouded Outskirts

PL Shrouded Outskirts A2

I Darkstar X

L3: Member
Oct 19, 2017
119
10
Shrouded Outskirts - On Shrouded Earth, a great wall holds fast!

The first of three payload maps where the planet is freezing to death and there is no more natural light. If you're unlucky enough to have played my first ever payload map, it is the same setting. (May also hint at what the third and final map might look like. A little.)

This payload map experiments with a couple concepts I had always wanted to try out:
  • No skybox lighting
  • An outdoors spawn room
    • With BLU team initially paradropping into the map
  • A location that has been "fortified".
The map begins with, as previously mentioned, BLU team waiting for about 2/3rds of the setup time in a plane which they get to jump out of. Once landing, they can push the cart through to in front of a sizeable barn, capturing the first point along the way. RED team should opt to fortify this barn quickly, as the numerous ramps will make the cart roll back easily, unless BLU can flank them from side ramps.

Should BLU push through the chokepoint at the top of the barn, the cart enjoys a ride down a Magic Floating Elevator(TM) to just in front of the second capture point. Then comes the highway fort, which red has fortified greatly with (what will eventually be) wooden blockades. BLU will need to brave the fort and then wheel the cart under the highway to reach the final control point atop a steep ramp. Should BLU succeed, the gate will be destroyed, allowing BLU to storm the city.
 

I Darkstar X

L3: Member
Oct 19, 2017
119
10
  • Highway before the fort is lit up a little better. Now only folks who left their shades on will have trouble seeing enemies.
  • Removed a lot of props from BLU's first spawn. Those smaller stands were actually 4 props, so hopefully there's less lag.
  • All lamps have had their stalks changed into a func_detail. Same as the above one, this should help with lag.
  • RED's first spawn is no longer accessible after RED stops spawning there. They will be able to exit still, of course.
  • Resupply closets in BLU's last spawn have been given a stern talking-to and will more likely to share their contents with players.
  • A small prop was added in front of the final point so it is visually obvious that it is, indeed, the last point.
  • The explosion of the finale plane is now no longer blinding. Those folks who had shades on from the start be laughing.
  • The roof of the grey building has been given some an more interesting roof.
  • The one-way doors on the orange platform above BLU's first spawn have been threatened with restraining orders and should no longer grab players on occasion.
  • The rails on the last ramp of the barn has been given two Flintstones vitamins and can now stand on its own further from the wall.
  • A new exit has been added to the back of the barn, which is one-way, unless the player is a jumper class.
  • The empty spots at the back left of the barn have been filled in.
  • The side BLU first spawn exits have been given a corridor that leads to the left main one. It's a lot simpler than it sounds, trust me.
  • The entrance to the secret left exit has been given a blue light to make it more noticeable and not have people fail to see it even while osmosing around the sign that points to it labeled "EXIT".
  • The snow texture has been changed. Hopefully this one is better.

Read the rest of this update entry...