A payload map Ive been working on for about 2 months, no HDR compile yet, and no 3d skybox as of now. all my layout is done, just need to add in a more detail here and there and get my second stage's gamelogic working. Just dealing with one problem at a time. anyways, here are some WIP screenshots. WIP 01 WIP 02 WIP 03 WIP 04 WIP 05 WIP 06 WIP 07 WIP 08 WIP 09 WIP 10 WIP 11
I've got a bit to much open areas, I'll probably put an extra building in there somewhere to fill the open voids. But please, all the critisism you can think off!
wow looks really good. a couple of things... i hope that there will b a mountain or something in the way so it doesnt just drop off.. the 2nd pic with the cart going over the water will be a bit tricky with the new pyro update.. it woud be easy to just push them off let alone rocket splash and stickys etc.. also in pic 8 where it says RED on the wall, im guessing u used brushes there? if so dont use brushes.. doesnt look tf2ey... if u know what i mean.. just my thoughts
I doesn't look like the official tf2 architecture, but it does give you a TFC feeling. but that's an ancient game so perhaps it isnt much of a reference, What do you suggest I should do differently there? brick walls with some window models in them? that could perhaps work...
I think those are official overlays... I don't think they look good and I still don't know where Valve used them in one of their maps. Looks like a great map. The water looks weird though, is it TF2 water and scaled properly?
The R E and D overlays are used in granary on the huge grain silo things, its a background detail and you only notice them if you look up lots. Its the 'in' thing to have you're water scaled to 1.00 rather than 0.25 since that 'look more tf2y'
WIP 02 is going to be a spamming nightmare. You really don't want people to have to push the cart along that narrow path.
I actually like WIP02. It's narrow, but all you really need is an additional path across and it'll be fine. Not sure what's on the right, but perhaps a walkway over there? I think bottlenecks like this are fun as long as your team has some way of pushing ahead so it's easier to move the cart across that area. Overall really nice looking. Definitely some sniper-friendly areas. If you try blocking those off a bit, make sure you have some nice sentry locations as well. They often can be done at the same time.
I have extensivly playtested WIP02 a while ago, because I myself had my doubts. I made it a bit wider, and added railings to the first bit. As defending, its hard to shoot them off because it is high up, and you have to be right in the open to get a clear shot on there, snipers can be a bitch, but nothing a pyro with flaregun can't fix. Rocketjumping skill becomes a real boost on this part for people who master it. There are a few good attacking sniper positions as well. I've only playtested with 5 vs 5 but it felt quite balanced. The second stage has not seen any blood yet. but I can balance it out by adjusting respawn timers. Second stage has 3 capture points, the first only 2. thanks for all the feedback. Edit: I've noticed a lot of my props were dynamic. I guess that was the main cause of the performance hit in my first part of stage2. I was getting around 20-30 fps (on official maps with the same settings I stay above 30) compiling now, hoping that setting all of those to static made a difference, it should because dynamics are lit real time, and statics by vrad. Or am I mistaken in this?
just went through a shitload of cart problems.Got the cart camera working. no problem. Only my cart wouldnt be pushed anymore. I also noticed, it was moving veeeeeeeery slowly. always. like 0.1 units per second. I messed around with ent_fire command and discovered the setspeeddiraccel wouldnt work anymore, yet, when I used setspeeddir, it would behave perfectly... strange things to train tack thingies. I still have to set up gamelogic for the second stage... there will be lots of swearing also my performance on the first part got screwed over, and I didnt even change that much. Perhaps some hinting is in order there, until now it worked smooth, so it wasn't really needed. oh btw what is the command again to show the portal leafs in game? couldn't find it anymore. it is drawing stuff I can;t figure out for the life of me how it can see those leafs ... oh well another day of mapping gone by ... back to normal work tomorrow
forgot the 3 values you had to manually add to the func_tracktrain entity... but now my cart camera is broken again, back to the center of the cart .... btw, There is a Target range in the Blu spawn area, so they have something to do while red sets up. just some targets that flip over when you shoot them. pretty basic stuff, but when my map is done, I will add in some custom models for this. will also be reworked to have some cardboard/plyqwood style decor where the targets move behind and stuff. will be tons of fun
I think I need some help. Gamelogic everything works for my second round, watcher, setup blablabla first 2 points I can cap perfectly. the problem is that at the 2nd cap, the game ends. My watcher shows a third, but the game just ends. I have no clue why. Is there a setting that ends the game when a team has 5 points? if so, what's it called, and can I override it from within my map? Or perhaps, it Payload stuck on stage 1 having 2 cap points, stage 2 having 2 cap points, and stage 3 having 3? Is every map supposed to have this 2-2-3 structure? I could drop a cap point and move them about a bit, but I don't really wanna as my maplayout is built around them. anyone ever built a payload map that differs from the 2-2-3 structure? any ideas?
Thanks spacemonkey for your reply on steampowered forums, that did the trick, for some reason, the delay on my setowner there was gone.
well its a fun gameplay element. that part is quite a challenge for pyro to get through the frontlines and ambush from the back, but the rewards are oh so sweet... if it is to imba, Ill add more rocks and stuff so there's not that much room to get pushed off.