PL Torrid A5

A Hydro-themed payload map

  1. DrSquishy

    aa DrSquishy ???

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    Torrid - A Hydro-themed payload map

    Torrid is a hydro-themed 3CP payload map, in which BLU team attempts to blow up RED's hydroelectric dam controls in order to restore water flow to the surrounding area!

    Adopted from @MaccyF

    As always, all and any feedback is greatly appreciated.

    Screenshots as of A4:
     
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  2. DrSquishy

    aa DrSquishy ???

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    Changelog for this version will come later on, once I have the time to write it

    EDIT: Changelog from A3/A3fix to A4:
    *Edited all spawns in some way of another
    --*BLU spawns:
    ----*Added a new spawn exit on BLU's first spawn, and mirrored it 180* to match the new area
    ----*Added a second spawn atop a roof near 1st, to shorten travel times very slightly
    ----*Added a third spawn atop a roof near 2nd, to give them a fast way to access last as well as a strongish position to hold from if pushed back
    --*RED spawns:
    ----*Removed the old RED spawn within the structure beside 1st - now they start off with two seperate spawns, both near the point but not right next to where the cart must pass through
    ----*Added a new 2nd-behind spawn once 1st is capped, helps with them as they spawn near 2nd yet do not spawn on top of it
    ----*Last is mainly the same, however the tunnel beneath has been removed, and the area behind the point now acts as the area to transition between the spawns. The leftmost spawnroom door has been removed to stop snipers having a huge height and cover advantage over attackers
    -------
    *Edited capture points and track length
    ----*Track is now much shorter - cut out much of the area between where 2nd and 3rd were, and between 3rd and last, 3rd has also been removed and the map is now 3CP.
    ----*Reduced time on start from 10 minutes to 5
    ----*Track area leading up to 1st is now much shorter than before
    ------
    *Raised cave roof
    *Remade connector-type area beside caves between 1st and 2nd
    ----*Added a tunnel to travel between the flank and the caves themselves
    ----*Added a new structure in the area to change gameplay up slightly, health and ammo now benefits attackers who fall back/defenders of the structure more
    *Made cave wider at a point
    *Moved health in cave
    *Fixed some cart stuttering issues where it would be caught within the ground
    *Changed a full healthpack near last to a medium, added a medium ammo near it and pushed the wall at the back forwards a bit, so defenders of the upper area will be a bit weaker
    *Widened the whole platform after that area
    *Fixed clippings on railings - now uses playerclip instead of a mix ofplayerclip and bounding boxes
    *Tweaked door opening on last
    *Removed the earliest 1-way door on the leftmost structure next to 1st, should help make it much more use
    *Added a 1-way door leading onto a new roof next to 1st, to give an exposed but raised defensive position to make up for the removal of a strong high ground RED had previously
    *Added a wall next to 1st to stop snipers having a long sightline while also being covered very easily
    *Added a metal barrier near 1st
    *Added a health and ammo near 1st
    *Tweaked cave lighting slightly

    As always, all and any feedback is hugely appreciated!
     
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    Last edited: Sep 21, 2018
  3. MaccyF

    aa MaccyF Notoriously Unreliable

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    looks improved already, though i worry that there's still not enough interesting height variation
     
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  4. DrSquishy

    aa DrSquishy ???

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    Yeah, for A5 I'm redoing the caves so they're much less flat, adding some general height difference around the map, as well as making last more interesting and fun to defend (As soon as BLU discovers the high catwalk it is all over for defenders).
     
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    Last edited: Dec 23, 2018
  5. MaccyF

    aa MaccyF Notoriously Unreliable

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    my original idea was to have it going steadily uphill towards the dam, upward style. In practice i don't think it really happened. I would suggest remembering that its a dried up river valley and trying to do interesting things with the cliffs and rocks presented to you by that setting. Badwater does this really well at blu spawn to first/ second (also hydro, though less well), and in hindsight i would have done more of that kind of thing when making the original alphas of torrid
     
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  6. DrSquishy

    aa DrSquishy ???

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    It's been a while
    This update brings:
    *Remade the cave so it has proper height variation and some more health in it, etc
    *Fixed up being trapped in spawns
    *Replaced one of last's red spawns with a flank for blu and removed the insane height that blu could get
    *Fixed up some clipping
    *Added a little health and ammo around the map
    *Cut down on the map's length a lot (can't remember which version this was but I think it was this one so it is here now
    *Stuff
    *More stuff
    *I definitely forgot some stuff from this changelog
    *Fixed some sightlines near A
    *Fixed motivation to work on this map

    *Screenshots will be updated when I can be bothered

    As always, all and any feedback is greatly appreciated

    Read the rest of this update entry...
     
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