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PL slipway b2

Push the payload off a tanker, through a busy harbour and break into RED's vault!

  1. imperialist

    imperialist L1: Registered

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    slipway - Push the payload through a busy harbour to blow open RED's vault!

    My entry to the Payload Checklist Contest. A single-stage payload map set in a harbour. Contains a number of dynamic elements and hazards including:
    - Moving shipping containers that enable new routes, potentially helping a well-timed push.
    - A Hightower-style payload elevator finale, courtesy of Blade x64's prefab.

    Thanks to:
    ABS's Ultimate Mapping Resource Pack:
    https://tf2maps.net/threads/ultimate-mapping-resource-pack.4674/
    Blade x64's Payload Elevator Logic:
    https://tf2maps.net/threads/payload-elevator-logic.38085/
     
    Last edited: Mar 4, 2019
  2. imperialist

    imperialist L1: Registered

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  3. imperialist

    imperialist L1: Registered

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    Due to the final point requiring a significant rework, it has temporarily been removed, so this version of the map only has three capture points:

    Changes

    General:
    Setup time increased
    Most deathpit water has been removed

    Point A:
    All deathpits have been removed, and water can be traversed by players
    More metal added onto the cargo ship, making it easier for engineers to build there
    Remade the area around the capture point
    Improved lighting in interior areas
    The one-way door should no longer get people stuck


    Point B:
    Remade the upper floor of the warehouse, since no defenders seemed to use it
    Water is no longer deadly
    Added extra route to the upper floor, accessible by RED


    Point C:
    Expanded the ship with a new route across it
    Added hazard tape around the edges of the dock
    Sticky bombs no longer stick to the moving container
    Removed the grinder, replaced it with a route for BLU
    Changed the speed and timing of the moving shipping crate, making it more useful for BLU to use as cover when pushing the cart

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  4. imperialist

    imperialist L1: Registered

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    Changes:
    Removed the deathpit at C, and added a way out of the water. Now none of the water in the map is deadly.
    Raised the skybox at point C.
    Changed the speed of the moving container to be slower near point C, providing more cover for Blu to use when attacking.
    Fixed a broken door at A that did not open when Blu captured A.
    Moved Blu's second spawn closer to B.
    Added a new route from A to B, giving Blu more routes to attack.
    Fixed a variety of z-fighting, clipping and solidity issues.
    Started detailing point A.
    Changed the map's lighting to be warmer.





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  5. imperialist

    imperialist L1: Registered

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    Changes:

    A new version of capture point D has been added! Escort the bomb cart through RED's warehouse, up a freight elevator to street level, and into RED's headquarters.






    Also:

    Fixed the one-way door at A allowing attackers to look in, instead of allowing defenders to look out.
    Nobuild added to all water in the map.
    Made a variety of clipping, vis and detailing fixes.
    Changed the back route for attackers as point B.
    Added an extra flanking route for defenders at point C.
    Changed the lighting to make it less orange.
    Continued detailing the map.

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  6. imperialist

    imperialist L1: Registered

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    General changes:
    Stages A, B and C are now mostly detailed:






    Fixed missing textures & clipping issues
    Fixed spectator cameras not updating when points are capped

    A:
    Added a new route out of the water
    Added a resupply cabinet to the lower part of Blu's spawn
    Yeti Park forklifts have been rebranded
    Blocked a sightline from the warehouse to Blu spawn
    Removed an unpopular decal

    B:
    Redesigned the flank route behind the warehouse so it no longer lets Blu directly access the upper level

    C:
    The moving container now passes through the level slightly less frequently
    Clipped the stairs below cap point C
    Redesigned Blu's one-way flank so Red can use it by climbing a few crates

    D:
    Comments suggested that Red team was getting overwhelmed too easily, so the area has been redesigned to address this:
    The red brick building is now closed off until the cart has ascended the elevator, which should stop Red being overwhelmed so early
    A new protected route from Red's spawn to the upper level of the final building has been added
    Modified the 'pit' area to give Red more defensive options/ sentry spots, and Blu better vision of the area
    Blocked off one of Blu's routes to the final cap point

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  7. imperialist

    imperialist L1: Registered

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  8. imperialist

    imperialist L1: Registered

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    Finished detailing the map.
    Added something to Red's vault, that Blu team are trying to blow open.
    Addressed the comments and suggestions from the last imp.

    :jimijam:

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