pl_mill_b1

Credits

Submitter
  • P1: Beggar
    Points: 403
  • C1: Member
  • A4: Graduate
    Account Age: 3 years
infectedfury (Creator/Co-creator)
Key Authors
infectedfury

Rating

9.63/10
Based off 4 rating(s)

Additional Info

Development State
Beta
Version
1.0

Stats

Post Count
7
ViewCount
2,803
Downloads
434
Date Added
3 years ago
Date Modified
3 years ago

A 3 stage payload map in the alpine style

A newer version is available http://www.fpsbanana.com/maps/83135

For the past few months I have been working on this payload map in the alpine style of lumberyard. Every week i have been setting up alpha tests on my server and have modifying and fixing the map from feed back.

the map is split into 3 stages like goldrush.

I would like to thank all of the people in the pl mill test group who helped alpha test the map

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Comments

    • P1: Beggar
      Points: 859
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Hey there you and i are sharing the [NOHEROES] server, so i get to play your map a lot

    PROS: nice layout, like the close corridors directly leading to open areas

    CONS: although i played your map quite a while, i didn´t get to see the 2nd stage..or even 3rd... ever the problem is the bridge at the 1st stage final cp, it´s sentryhell up there

    although i´m an advanced spy and get 3 sentries down occasionally, there are still 2-3 left and blu never progresses i think you need to cut that bridge and make blu´s way less complicated often blu´s advance gets stopped because the tight corridors on the upper level are pure heaven for demos and pyros and every attempt of a decent attack gets stopped beforehand

    at blu´s initial spawn, you might want to make it easier to get up to the top exit, it´s quite a run compared to the other exits as spy i loved this map, both attacking and defending

    the displacement ramp going up short after the blu´s spawn needs some reshaping, i never know if i can get up from the left side, try and fail. make it obvious that you cant get up from the side

    NOTES: i´d love to comment on the other stages and will do that as soon as i get to see them

    EDIT: played the last two stages earlier today and they play quite well, but you´ll have a more definate view on the quality of those two the more players get there and get to explore the area.

    the more you know...
    • P1: Beggar
      Points: 500
    • E1: Helper
      EF: 7
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    We have added this great-lookin' PL map to the rotation on our 24 slot Pub. The arena theme adds a nice touch to the map. After all, landscapes of only dirt and sand colors can get a little monotonous, after a while.

    At first we thought the absence of a cover over the B point was a glitch, but if it was, you probably wouldnt have included the skull & crossbones sign there! ;) Someone named it "The Murder Hole" and almost everyone in the game had to jump into it to check it out... They were like a bunch of lemmings - it was pretty funny... I guess nobody really believed it was open annd that falling indside would kill you.. ;)

    The ledges & cliffs before the B point make for an extra challenge and the large health pack, perched tenuously on the plank above a death-plunge is just too tempting to not try to grab in a heated battle. No reason to make it easy to get a large health pack... ;)

    Pros: This map looks and plays great... Matches end up very balanced and all classes can serve a purpose. Cons: Only one I found so far is that blue engies can build teleport exits under the half-open door in their spawn, and then trap their teammates in there - if they are hell-bent on griefing their own team... Here's a few screencaps.

    http://www.khaosclan.net/Gallery/BOBOtemp/plmill2.jpg http://www.khaosclan.net/Gallery/BOBOtemp/plmill1.jpg

    Doesnt affect gameplay but could possibly be abused...

    Improvements: None that come to mind right now...

    Nice work... Keep it up!

    Hey Hey, Yo Yo! They call me B
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Pros: Have play tested this heaps, great fun map, can spend many hours on this map. Cons: Nothing Improvements: It would be cool if the large tower structure at the end point of the 1st stage had stairs leading to the top (nice sniper spot)

    Bananite
    • P2: Drudge
      Points: 2,846
    • E1: Helper
      EF: 19
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    I would suggest adding a _b1 tag to this.

    Map Surveyor: I Run TF2 Maps
    • P2: Drudge
      Points: 3,618
    • E3: Tutor
      EF: 50
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Pros: What a wonderful map! I think it was designed just perfectly! Beautifully lit, and plays very well. Many nooks and crannies, and just flat out owns. Cons: The color scheme is a little bland. Too much of the same color, but that looks more of a problem of what you are given than just effort. Feels a little like a wooded and slightly tampered version of goldrush, but enough changes in which it really isn't. Improvements: A little more color if anything, but not necessary. Notes: Really good, I feel this is much better than the cp map I critiqued a while back, lol. Keep up the good work. :)

    EDIT- Oh yeah, one last thing. For some reason, the final point for B does not have a door or player clip, so players can drop down there and kill themselves. Needs to be fixed.

    Fire God
    • P1: Beggar
      Points: 299
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Pros: Very pretty. More reminiscent of the White Forest than Lumberyard was. Cons: None at the moment. Improvements: Can't say. Haven't playtested. Notes: How did you make the Shadows on the Pine models not come out... bad? The shadows aren't black blotches like they look for many other mappers. I'd like to know how to achieve this.

    Mapping
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