pl_vulcan is a payload map with a twist.
This is my first TF2 map attempt, and as I usually do I ended up biting up a mouthful (though hopefully no more than I can eventually chew). Be gentle, I probably made every newbie mistake in the book.
The twist: the volcano is defended by invulnerable sentries (though they can run out of ammo if not refilled by an engie). There is a control point (the Caldera Reactor Unmanned Defenses) off the track that control which team the sentries side with -- this is a serious tactical advantage forcing the teams to make tough decision about where to expend their efforts. Having the opposing team take control of the C.R.U.D. cuts off many routes around the map.
The sentries are upgradable, but that's a difficult gamble: while this gives you a bigger advantage while you control them, you pay the price should you lose control. A crafty spy can sap the hard-to-reach sentries, though that will disable them without destroying them.
The intent is that the payload is _winnable_ even with the turrets on the defending team -- though of course that would be much harder.
The track winds around and up, and through the volcano cone, giving lots of elevation differences to play with for both teams.
Beware the lava!
Things that I know are not yet done:
Things that do work:
The caveat:
I haven't figured out a way to have the C.R.U.D. control point show in any meaningful way. The UI doesn't seem to know better than to show it as a train capture that doesn't actually advance the payload. Darn. I'll probably need to play deeper in modland.
This is my first TF2 map attempt, and as I usually do I ended up biting up a mouthful (though hopefully no more than I can eventually chew). Be gentle, I probably made every newbie mistake in the book.
The twist: the volcano is defended by invulnerable sentries (though they can run out of ammo if not refilled by an engie). There is a control point (the Caldera Reactor Unmanned Defenses) off the track that control which team the sentries side with -- this is a serious tactical advantage forcing the teams to make tough decision about where to expend their efforts. Having the opposing team take control of the C.R.U.D. cuts off many routes around the map.
The sentries are upgradable, but that's a difficult gamble: while this gives you a bigger advantage while you control them, you pay the price should you lose control. A crafty spy can sap the hard-to-reach sentries, though that will disable them without destroying them.
The intent is that the payload is _winnable_ even with the turrets on the defending team -- though of course that would be much harder.
The track winds around and up, and through the volcano cone, giving lots of elevation differences to play with for both teams.
Beware the lava!
Things that I know are not yet done:
- Details. Only rough art is in yet, including such quaint details as pure australium catwalks that just float!
- Signage. Right now, navigating is hard unless you know the map.
- Some pathways could use doors. I haven't yet figured out where would be best.
- Balance.
Things that do work:
- The actual gameplay (but see caveat below)
The caveat:
I haven't figured out a way to have the C.R.U.D. control point show in any meaningful way. The UI doesn't seem to know better than to show it as a train capture that doesn't actually advance the payload. Darn. I'll probably need to play deeper in modland.
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