A custom payload map with a new cart model
README
PLHOODOO FINAL VERSION (plhoodoo)
Gametype: Payload Players: 24-32 Scoring mode: 1 point per checkpoint captured Author: Tim "Youme" Johnson Contributors: Jeroen "Snipergen" Dessaux "DigitalReaper" John "Jimbomcb" McBroom Wade "Nineaxis" Fabry of http://fabrydesign.com "Oxy" E-mail: diestumpfeklingen@hotmail.co.uk
Map description
A standard payload map for Team Fortress 2, Blu are escorting a custom payload model - a dirty bomb - towards the red base.
Recommended config file
mpmaxrounds 2 mpwinlimit 0
Revision History (DD/MM/YY)
Final released 04/01/09:-
- Improved playerclipping in a few areas.
- Rotated spawn points in Red's final spawnroom.
- Raised a ceiling in stage 2 to help prevent players getting stuck in it.
Beta 5 released 07/12/08:-
- Fixed a bug where the cart would continue moving forward as soon as stage 3 started.
- Changed some props to the correct collision type.
- Minor detailing fixes.
- Fixed two func_brush not being set to 'don't render'
- Slightly tweaked respawn times in stage 3
- Replaced a one way door in stage 2
Beta 4a released 09/11/08:-
- Fixed cart speed
Beta 4 released 08/11/08:-
- Tweaked location of health/ammo packs.
- Minor layout tweaks including:
- Added a rock+hoodoos to stage 2.
- Added a few sentry locations.
- Reduced attackers ability to spawncamp in stage 3.
- Removed a one way door from stage 2.
- Tweaked fade distances on certain props.
- Removed a load of clipping exploits.
- Reduced insane number of env_cubemaps.
- Miscellaneous lightmap and lighting changes.
- Slight respawn wave time changes.
Beta 3 released 13/10/08:-
- Restructured the 3D skybox.
- Adjusted respawnwave times.
- Detailing improvements spread over all three stages.
- Miscellaneous layout changes:
- Tweaking cap 2 area in stage 3.
- Minor route out of a ditch, stage 1.
- A set of stairs to a previously blu only area.
- Added more hoodoos as decoration and as cover.
- Added a locked door to stage 3 until blue cap the mid point.
- Miscelaneous lighting and lightmap scale changes.
- Added train bumper model by Snipergen.
- Removed all beta signs.
- Possibly solved issue with stage 2 cap 2 as well as the cart not moving properly at the start of stage 3.
- Tidied up cart texture.
- Properly asigned spectator points.
Beta 2 released 31/08/08:-
- Fade distances adjusted, a few were too short.
- Named capture points properly and added A/B/C signs at the second point of each stage.
- Miscellaneous layout changes to all stages, including:
- Widened an exit in stage 1.
- Moved a oneway door in stage 1.
- Added a new oneway route in stage 2
- New tunnel into the final building in stage 3.
- Added a respawnvisualiser to a door further from Blu spawn in stage 2.
- Added a bridge outside blue spawn in stage 2.
- Additional skybox detailing.
- Lightened a most of areas.
- Improved playerclipping and altered incorrect collision modes of props.
- Miscellaneous detailing improvements over all stages.
- Fixed fully black lightmap and bleeding light problems.
- Reduced intensity of ticking sound.
- Fixed some displacement misaligns.
- Fixed a problem when players would get slanted views.
- Fixed visleaks.
- Improved lightmap optimisation
Beta 1A released 10/08/08:-
- Added 3D skybox
- Detailed entire map, all developer textures removed.
- Lighting vastly improved as well as giving lights sources.
- Made all displacements - removing a few lips where players previously had to jump over.
- Optimisation in the form of hints, areaportals, fade distances on props, remodelled props, overlays in place of props, etc.
- Added cart model by Snipergen as well as various miscellaneous models by DigitalReaper
- Added ticking + alarm sound to cart along with explosion particles (waiting on valve to enable them).
- Slight layout tweaks across all three stages, physical changes as well as ammo/health pack amounts and locations adjusted
- locked a door until a certain capture point is capped by Blu.
- Playerclips, clips, blockbullets all added
Alpha 4 released 16/05/08:-
- Added one way (non-team specific) route in stage 1.
- Moved blue spawn in stage 1 into a separate room to prevent major chance of spawn camping.
- Adjusted/added/removed various hoodoos.
- Adjusted/added/removed various health/ammo.
- Added ambulance model by Oxy.
- Tweaked respawn timers.
- Added door models to spawn rooms.
- Added one one-way (non-team specific) route to stage 2.
Alpha 3 released 13/05/08:-
- Prevented cart returning past capture points.
- Removed console error about wrong model type.
- One route made blue-team-only in stage one.
- One route made red-or-blue-team-only in stage three with placeholder visualisers.
- Skybox lowered from its excessive height.
- Added health/ammo packs in all three stages.
- Fixed a spawn oom vis problem where players could walk straight though it.
- Slight layout tweaks.
- Final cap points in second and third stages made narrower.
Alpha 1 released 01/05/08
Known Issues
- Smoke escapes though roof of the final building (When valve finish their work on the custom particles I can fix that easily)
- No physical explosion
- Some light is still bleeding, blasted stuff!
Thanks
All members of www.coltsplayground.net and www.tf2maps.net, most notably: Colt Seavers Jimbomcb Snipergen DigitalReaper Nineaxis Velvet Fist, Iron Glove Floor_Master - for exceptional feedback
Like this map? why not digg it - http://digg.com/pcgames/NewTeamFortress2custommapPLHOODOO If you really like it, why not recommend it to valve for an update? ;)










