Triple Trouble

PL Triple Trouble a15

Muddy

Muddy
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Sep 5, 2014
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Muddy submitted a new resource:

Triple Trouble - Semi-linear Payload map

Three-stage Payload map where BLU's starting point is the same every round.

Also known as "& Tails 2"

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Additional credits:
Wendy for the cart holograms
Lacry for the squirrel cutouts
Cindycomma for the genderfluid pride flag sign
Empress Gnome for the "trans rights" sign

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Last edited:

Muddy

Muddy
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Sep 5, 2014
2,576
4,593
Muddy updated Triple Trouble with a new update entry:

pl_tripletrouble_a2

* Fixed the HUD freaking out (turns out TF2 doesn't like having multiple team_train_watcher entities enabled at once)
* HDR lighting is no longer blinding
* Added dynamically-changing sign in BLU spawn indicating which capture points they will be attacking
* Adjusted pickups, overall increasing the amount of ammo/metal
* Heavily modified BLU's route into C to break up powerful sightlines covering the objective
* Pushed C over a bit so BLU's routes are closer by
* Filled some empty space in...

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Muddy

Muddy
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Sep 5, 2014
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4,593
Muddy updated Triple Trouble with a new update entry:

pl_tripletrouble_a3

* Threw out the randomised rounds; map now has a strict order of rounds
* Swapped capture points B and C
* Set BLU team's base respawn time to 4 seconds (previously 3); their spawn time decreases by 1 second when capping the first point
* Set RED team's base respawn time to 9 seconds (previously 7); their spawn time decreases by 1 second at the start of each subsequent round
* Blocked a couple sightlines at B (formerly C) which could completely shut down the objective and a flank route
*...

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Muddy

Muddy
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Sep 5, 2014
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Muddy updated Triple Trouble with a new update entry:

pl_tripletrouble_a3a

pl_tripletrouble_a3a - 11/05/2023

* Widened B first-point route
* Extended RED's base respawn time to 10s (from 9s)
* BLU's respawn time now reduces to 2s (from 3s) upon capturing the first point
* Removed max round time limit
* Increased starting round time to 5 minutes (from 3 minutes)
* Increased amount of time BLU gets from capping the first point to 5 minutes (from 4 minutes)

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Muddy

Muddy
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Sep 5, 2014
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Muddy updated Triple Trouble with a new update entry:

pl_tripletrouble_a3b

* oops

Illustration2.png
Capture.PNG

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Muddy

Muddy
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Sep 5, 2014
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Muddy updated Triple Trouble with a new update entry:

pl_tripletrouble_a4

* Redid everything between BLU spawn and A because it fuckin sucked
* Shrank C a bunch and added more cover
* Reduced RED's base respawn time by 1 second
* One of the doors near B-1 now stays closed when B is the active point
* Added slightly more ammo for RED at B-2
* Added window for RED C spawn
* Made the health and ammo by B-1 more visible
* More cover for defenders at A-2
* Fixed a spot in A-2 where players could get trapped
* Fixed an unintentional perch spot in B-2
* Fixed a spot at...

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Muddy

Muddy
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Sep 5, 2014
2,576
4,593

Muddy

Muddy
aa
Sep 5, 2014
2,576
4,593

Muddy

Muddy
aa
Sep 5, 2014
2,576
4,593
Muddy updated Triple Trouble with a new update entry:

pl_tripletrouble_a6

  • Added holograms to better convey the current cart path (custom model created by @Wendy)
  • Decreased RED team respawn time on A and B
  • Increased RED team respawn time on C
  • Pushed A-1 capture point back a bit
  • Also pushed B-1 capture point back a bit
  • Fixed the cart spinning 180 degrees right before reaching capture point A-2
  • Added some high ground and cover for RED at B-1
  • Added some pickups along C, namely ammo/metal
  • Widened main route into C-2...

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Muddy

Muddy
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Sep 5, 2014
2,576
4,593
Muddy updated Triple Trouble with a new update entry:

pl_tripletrouble_a6a

  • Shortened RED respawn time across the board
  • RED team now automatically respawns when the first point of each round is captured
  • Added another route between A-1 and A-2
  • Added a door that blocks the flank route between A-1 and A-2 and opens when A-1 is captured
  • Reduced some item pickups by one level (large -> medium, medium -> small)
  • Removed Foghat

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Muddy

Muddy
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Sep 5, 2014
2,576
4,593

Muddy

Muddy
aa
Sep 5, 2014
2,576
4,593

Muddy

Muddy
aa
Sep 5, 2014
2,576
4,593

Muddy

Muddy
aa
Sep 5, 2014
2,576
4,593

Muddy

Muddy
aa
Sep 5, 2014
2,576
4,593
Muddy updated Triple Trouble with a new update entry:

pl_tripletrouble_a11

  • Narrowed A-1 a bit
  • Modified A-2 to close off an open route, giving RED team fewer angles to defend from
  • Partially rebuilt A-2 capture zone building, including RED spawns
  • Added some geometry around C-2
  • Closed off an open area at C-3 to give BLU an easier way in
  • Added a bunch of health kits for attackers, particularly in Stage A
  • Tweaked respawn times a bit in favour of BLU
  • Misc clipping improvements
  • Trees

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Muddy

Muddy
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Sep 5, 2014
2,576
4,593

Muddy

Muddy
aa
Sep 5, 2014
2,576
4,593
Muddy updated Triple Trouble with a new update entry:

pl_tripletrouble_a12

  • Removed A B C signs because I only just realised they make no fuckin sense. Rounds are now marked with numbers
  • Reworded "Current Target Point" to "Current Round"
  • Brought 1-1 capture point forward a bit
  • Shoved BLU spawn down a bit
  • Added another route around 2-2
  • Added a bit of cover by BLU spawn exits
  • Added some more cover around the map
  • Added some perch points for attackers to 1-2 and 2-2
  • Fixed being able to get into Round 1 zone when it's not the active...

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Muddy

Muddy
aa
Sep 5, 2014
2,576
4,593
Muddy updated Triple Trouble with a new update entry:

pl_tripletrouble_a13

  • Fuck it. Swapped orders of Stage 1 and 2
  • Added stage numbers to RED spawns
  • Added some cover for attackers at Stage 2 (formerly Stage 1)
  • Tweaked health and ammo pickups in favour of attackers
  • Put an extra roof decoration on the center building
  • Modified a building at Stage 1 (formerly Stage 2) to break up a sightline
  • Added visuals to more clearly show accessible/inaccessible areas
  • [For testing only] All stage doors should now open in Feedback Round

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