pl_haywood_beta6

Credits

Submitter
  • P1: Beggar
    Points: 141
  • C1: Member
  • A4: Graduate
    Account Age: 3 years
Lazke (Creator/Co-creator)
Key Authors
Laz

Rating

9.67/10
Based off 3 rating(s)

Additional Info

Development State
Beta
Version
6
Maximum Players
24

Stats

Post Count
7
ViewCount
3,008
Downloads
647
Date Added
3 years ago
Date Modified
3 years ago

2 stage payload map

Pl_haywood

2 stage payload map, by Laz www.z-spot.be www.tf2maps.net

all major bugs fixed, some minor lighting bugs remaining. -fixed getting stuck inhallway after the first cp was taken. -seam in floor of skybox is fixed -more clips added so players dont get stuck behind little corners -added more detail -forward spawn issues in stage 2 has been fixed. -red spawn in stage 1 is more balanced. -it is no longer possible to shoot through the cart. -added "ding" sound when cp's are capped.

todo: -some models are not lit properly.

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Comments

    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Have you done any work on this, its popular but still bugged

    Have a Nice Day
    • P1: Beggar
      Points: 102
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    Pros: GREAT MAP, well balanced. Played on DDtf2.clanservers.com 24/7 map. Cons: only con is the filesize....even bzipped its still takes a while to download ;p (fast download server)

    LOVE THE MAP THO Improvements: maybe optimize size, cut down on areas that dont need a focus or something

    Bananite
    • P1: Beggar
      Points: 141
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Frontpage? cool :D Well some old bugs still snuck into this release. I had to redo going from beta 4 to 5, as I lost my source files somewhere in normandy, and it appears I forgot to refix some bugs. The spawngate of red's forward spawn in stage 2 is buggered. The timers still need alot of tweaking, and I still need to create a propper explosion at the end, instead of the current's placeholder.

    also the cart transition from stage 1 to stage 2 needs to be filled in ;)

    Bananite
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Pros: Very well structured, nice balance of defensive and offensive positions, plenty of sentry spots, that kinda thing. Cons: Explosion is a little weak, but I imagine that'll be left for nearer full release? There's also the final cap at the first leg of the map - the cart just sitting there looks odd. Improvements: Make the cart move into the little shed after the final point of the first leg, and maybe add something that makes the end point a bit more distinctive - as it is it looks like it should just continue on to a third leg. Notes: This is looking really good so far, and grats on making the front page

    Outlurking Zerg Lurkers
    • P1: Beggar
      Points: 141
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Thanks for the feedback! I really appreciate people taking the time to write proper critique :D

    this map is nearing its final version, so I'm glad to hear everything just "works" :D

    I've been having my doubts about the missing roof tile in the white roof, so I'll change that.

    Bananite
    • P1: Beggar
      Points: 552
    • E1: Helper
      EF: 7
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Pros: Looks very nice, everything just "works," and I look forward to playing this map with others, players get a new style of play because of the roof accessibility and many side passages. Cons: Some places look slightly awkward, and the map seems to be a little red friendly. Improvements: All perspectives are from Blue side. -Stage 1: Cap 1; In reddish building to the left of capture point, spread out the particle effects, also maybe destroy the roof a bit to add more natural lighting. -Stage 1: Cap 1; just to the left of spawn exit, there is a "Blue" sign, nex tot it there is a ledge that players can get on and see a glitched skybox. -Stage 1:Cap (2?); At the brick archway with the truck, the small walls seem out of place. -Stage 1: Cap 3; At the end, the little red box the cart ends at is very boxish, and the door texture used on it is very ugly. -Stage 2:Blue Resupply; A Red uniform locker is leftover and is out of place, a vent is sticking out near the door, the resupply locker is hard to see when hidden among the normal lockers(out of place) and the cart is coming from nowhere. -Stage 2: Cap 1; To the left there is a white-roofed building, and there is a missing board/tile in the roof. It is unnecessary and awkward. -Stage 2:Cap 3; On the white roof above red resupply, with the "Red" sign, a player can get up there and doesn't collide with any of the props. Either add collisions or add player clip.

    I would need to play with other people to know more about the balance. Notes: I really like the target range in first blue spawn! Gives players something to do while they wait. Overall nice map.

    Mess with the Bull, you get th
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