PL Waterlogged a3

A Frontline themed two-stage payload map with a lot of water because I hate pyros

  1. Vert

    Vert L1: Registered

    Messages:
    40
    Positive Ratings:
    8
    pl_waterlogged - Pretty much pl_cornered_a2

    The legacy of pl_cornered. I took everyone's feedback to heart, and pretty much redid the whole thing. The only things that stayed the same are the blue base, and part of A's major flank. Despite being the second version of the map, I'm still calling this an a1 because of the new name, and how different it is.
     
  2. Vert

    Vert L1: Registered

    Messages:
    40
    Positive Ratings:
    8
    Not actually a2a, just a2. That's just because of some nonsense on my end. My first time packing custom content (frontline!) so it might not work...

    Read the rest of this update entry...
     
  3. Vert

    Vert L1: Registered

    Messages:
    40
    Positive Ratings:
    8
    Whole lotta changes made to stage two in this one, such as a fairer flank for 2A and a stronger choke on 2B. Overall, I've made it harder for Blu. Stage one had only one major change, which was at point A. I hope it will convince red to defend the point room, and not spawncamp. Also, I'm 99% sure I packed the frontline stuff correctly this time!
    RIP Theodore Tugboat

    Read the rest of this update entry...
     
  4. The Letter Before A

    The Letter Before A Cool Idiot

    Messages:
    300
    Positive Ratings:
    119
    testing right now ill be right back with cc
     
  5. The Letter Before A

    The Letter Before A Cool Idiot

    Messages:
    300
    Positive Ratings:
    119
    CC-
    Overall great looking map

    Needs one more stage in between
    Water texture is cheap and too cloudy
    some indoor areas are too bright
    The first blu respawn at first comes across as only having one exit
    I fucking hate pyros we should collab sometime
    And maybe add some func_preciptitaion
     

    Attached Files:

    • Thanks Thanks x 1
  6. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

    Messages:
    487
    Positive Ratings:
    127
    Why?
     
    • Agree Agree x 1
  7. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

    Messages:
    487
    Positive Ratings:
    127
    I am a simple man, I see the cliff still there in the screenshot, with that one side room, I smile. That was my favourite part of the map, i just stood there as pyro airblasting defenders off.
     
  8. Vert

    Vert L1: Registered

    Messages:
    40
    Positive Ratings:
    8
    Thanks!

    I've thought about it, but I don't want to give myself too much to work on, as I haven't finished a single map yet. Also, adding another stage would throw off my "pacing" for the detailing and facade. Maybe, *sniff*, maybe.

    I used that texture on purpose, because the detailing is meant to have the pools as pits not meant to be filled with water, so they end up muddy. The opacity also makes it a better flank than clearer textures like water_well.

    I am awful at lighting so thanks for pointing this out!

    I'm probably going to redo the whole thing, and make it more like some of the thunder mountain blue spawns.

    Dude I am so down.
     
  9. zahndah

    aa zahndah professional letter

    Messages:
    718
    Positive Ratings:
    627
    no no no no, no. The thunder mountain spawns (other than stage 3 i guess) are pretty terrible. They are terrible, because the defenders can easily spam both doorways from one position in stage 1 and 2. What you would want for your spawns, is multiple exits but spaced far enough away that you cannot cover more than 1 / all of the exits when you are defending the spawn (without having to run a reasonable distance to rotate) - its not fun to get spawncamped.
     
    • Agree Agree x 3