PL Stallberg rc1

Rottenburg/Gorge-style single stage Payload map.

  1. Fluury

    Fluury L3: Member

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    Fraud - BLU sets out to prove to the world how much of a fraud red is by blowing them up with a Payload cart

    Introducing the next in line of maps which I will hopefully finish this time and not have rot in the depths of hell: Fraud!

    I forgot to take screenshots but I'll hope the fantastic name itself is enough to convince people of it.

    They'll be added, uh, eventually.
     
  2. n8five484

    n8five484 L5: Dapper Member

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    Here's some minor, probably useless feedback.

    pl_fraud_a10002.jpg
    Close the gap here.
    pl_fraud_a10004.jpg
    Maybe raise the ceiling.
    pl_fraud_a10005.jpg
    Floating rock is floating
    20190616155547_1.jpg
    E
    Also I think you should place bits of track pieces that indicate the cart's path since the cart doesn't always follow the BLU dev lane and IMO I think might be hard to know the cart path's at first glance.
     
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  3. Fluury

    Fluury L3: Member

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    Broad changelog:
    - Reworked first a bit by not only having there be more distance between the spawn and the first point, but the entire choke is now different.
    - Gave B an option for highground to make it feel less like a slog
    - various misc fixes

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  4. Fluury

    Fluury L3: Member

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    After the last imp the impression was relatively solid that second was kind of a mess and too RED favored.
    This update aims to fix the issue by not only making the previous *low ground* flank which:
    - mostly benefited red due to them being able to simply jump down
    - left BLU in a vulnerable position given its a lowground
    into a *high ground* flank, but also introduces an entirely new flank to get to the highground of the second point.
    Alongside of this various misc fixes were introduced such as setting the RED spawn back a little bit.
    Hopefully, the second point will now be a lot more engaging and balanced!

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  5. Fluury

    Fluury L3: Member

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    Making the second point good: Episode 3

    - Adjusted respawn times
    - enclosed a part of the flank from the one-way-door to make it harder to keep it covered in stickies as demoman from the highground/harder to camp it
    - added a tunnel that goes behind the flank to the highground so blu can more effectively keep people from shitting up the freaking door
    - added stripes around the one way door to prevent people from accidentally opening it, unleashing hell upon their landscape
    - added lights which will light up once the doors can actually be opened.
    - fixed a door clipping through the ceiling at last when opened

    I am still keeping a very very steady eye on the difficulty and times it takes to cap the first point and the rest of the map, however my top priority is trying to make the second point good

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  6. Fluury

    Fluury L3: Member

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    While the performance of the second point has greatly increased, I still found it to be problematic. It'd require a big big push of BLU to have success, a push so large you'd see it on last of payload maps.
    RED would also constantly take control of a very central room, which would also make them able to get past BLU's eyes behind them.

    Something similar happened on the BLU side of red's last: BLU was given a lot of options, so teams constantly scattered and RED is able to sneak by, given it's impossible for BLU to cover a lot of the flanks.

    So what is the goal of this update? Centralizing team control and once again making second less of a slog.

    What was done? Both Second and Last now have The Room(tm) - a room that BLU should have under control and a room which will give them access to all relevant ways to attack. For all I know this fired back hard and made the issue of RED controlling it even worse, but I'd hope not!

    MAJOR CHANGES:
    - the building in the middle now has it's backwards door closed; This means RED no longer has easy access to the room. The room also now has a dropdown which opens after the first point has been capped to allow BLU to quickly shift gears to the objective when needed + access the lower flank. Outside of this, the room now leads to the "highground flank" of the first point. This should also encourage BLU more to actually use it!
    -- So RED still has easy access to all their relevant positions, a staircase which will retract after the point has been capped has been added.
    - Time gain has been shortened now that the general functionality of points have been proven
    - fixed a few sightlines
    - Closed tunnel entrance at last; can now be reached via the room which leads to the highground
    - said room also has access to the dropdown area via a convenient plank
    - deathpit at RED's last was replaced with a cliff, still has a roof over it though so you dont instantly fall into it
    - various misc fixes such as HP/ammo reductions and playerclip fixes or a new window.

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  7. sumo

    sumo L1: Registered

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    Something to consider around 3RD and 4TH is the amount of jump-able walls you're providing. Attacking Soldiers struggle to bomb over these while defenders can bomb for free. You could place something across the sky in these areas to limit the effectiveness of bombing.

     
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  8. Fluury

    Fluury L3: Member

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    After a decent chunk of feedback and fizzling around, I decided that the first point needs an entire new design. The current one just isn't bring in the results I want it to bring; It isn't fun, and it is the primal factor as to *why* the second point feels like such a huge slog - atleast that's what I personally believe. The hill part seems fine.

    So, the first point is now entirely revamped alongside of the "entrance" to the second point.

    Given it's entirely new, I expect it to be lightly problematic; we will see.

    CHANGELOG:
    - First point has been entirely remade
    - 3rd cap should now have slightly less right angles and feel less clunky
    -fixed some sightlines
    - made blu spawn a bit bigger + the left spawn exist should now lead to a highground making it less vulnerable to be camped
    - various misc fixes including fixing the fucked playerclips

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  9. Fluury

    Fluury L3: Member

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    damn

    fixed the cart get stuck on first + some minor changes to the layout given the test showed red didnt care about the highground

    thats about it

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  10. Fluury

    Fluury L3: Member

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    Despite a6 not having been tested I was personally not satisfied with the first point, the fictional scenarios playing out just were not looking great. So I touched it up a bit again.

    That's all this version change brings.

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  11. Fluury

    Fluury L3: Member

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    Alright.
    After a lot of thinking and the last two imps, I have decided that the current version of fraud simply doesnt have the oomph I am looking for in a map. Instead of trying to work around the turd, I decided to replace the turd with another turd that has a few structures of the first one.

    Question is if this new one is any better.

    I actually worked on this for the last 9 hours straight... I'm pretty hungry.

    Either way, here is hoping. My current top 1 worry is mostly that the map is slightly oversized in a few areas/too long, but we'll see about that soon enough!

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  12. Fluury

    Fluury L3: Member

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    - Entirely remade the Last area to actually be a last area and not something I came up with at 2am
    - expanded several areas in the map to make it feel a lot less narrow
    - remade highground second point + added an extra flank
    - added extra flank for the third point + remade the highground building there aswell

    Overall the map should feel a lot less narrow (hopefully not oversized) and RED should have a lot more highground areas to take, making the map feel more fluid.

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  13. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    You ever gonna add screenshots?
     
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  14. Fluury

    Fluury L3: Member

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    I'll add some once I am done with a10, thanks for the reminder as I somehow got used to the burning heavy.
     
  15. Fluury

    Fluury L3: Member

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    This update mostly focuses on getting rid of a lot of awful sightlines.
    Doing so I added some cover and made a decent chunk of open areas now have what looks like a "speedbump" - a small hill. If this hinders the gameplay flow, feels awkward etc. there are other solutions to be found, but that's for the testing to show. I've also made slight adjustments to the third point, getting rid of a flank to experiment a bit.

    Apart from this I've also done misc changes such as adjusting respawn times and/or fixing the very open skybox and adding doorframes to *important* doors so players notice them.

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  16. Fluury

    Fluury L3: Member

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    While the map appears to be shaping up quite decently, a trend has been BLU ignoring a few vital flanks and RED ignoring the highground on B. A few arrows and misc changes have been made to encourage the usage of these key points so BLU is actually aware that they have flanks on points.

    Outside of that, several sniper-sightlines have been dealt with, but I'd appreciate if it any other nasty ones which I am sure there are still some of also get noted in future playtests.

    Oh, and we finally have screenshots... which will probably be outdated very soon. Well; better than nothing!

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  17. Fluury

    Fluury L3: Member

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    While I am quite happy that the map seems to be shaping up quite nicely into something I'd personally say resembles a map, this update progresses the squishing of annoying sightlines and the issue that Last is too hard for BLU to push through.

    CHANGELOG(given the changes can actually be counted this time)
    - Cap 3 highground has been moved forward an inch so Engineers and Heavies on the highground can now more effectively deal with the lowground attackers.
    - Lowground on Cap 2 now has a tunnel to the flank to more effectively allow the flank area to be used by both attackers and defenders
    - Building that lead to the flank area is now stretched out a bit to avoid a yucky sightline.
    - Last was given the following changes:
    -- Widened rocks
    -- two pillars are now available which are there to block sniper sightlines. They are placed in the rocks, so this shouldnt matter for lowground combat.
    -- Widened the cliff area.
    -- Added a new building that allows BLU to now take more notice of the flank alongside of giving BLU snipers/etc quite a decent sight of the point ahead of them.
    -- Widened the window in the (from red's perspective) left building to allow BLU to further capitalize on the position.

    Hopefully, the Last point is now a whole lot easier for BLU to take down while still, obviously, remaining a Last point!

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  18. Fluury

    Fluury L3: Member

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    CHANGELOG:
    - Previously one-way door is now two ways; all the time. This means BLU can flank the first building from behind now alongside of meaning BLU can't get sandviched as badly as before from RED moving in.
    - There is now another opening to enter the building - you need to jump up there, though!
    - Introducing the world's shittiest placeholder crane to allow RED to further setup on 3rd before BLU attacks properly with the payload.
    - adjusted respawn times

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  19. Fluury

    Fluury L3: Member

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    CHANGELOG:
    - slowed down crane a bit to better reflect how much BLU has to wait for it to be finished
    - added a small water area after the first cap as a visual indicator that the Payload will move slightly slower there to give RED more time on second to setup
    - misc fixes

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  20. Dwaggy

    Dwaggy L1: Registered

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    Hello good sir, so I am curious if this map is being made for casual or competitive. I was just wondering cause my group is doing maptests to help out new mappers. If you are curious let me know and I can send you a DM