pl_mill_b4

Credits

Submitter
  • P1: Beggar
    Points: 403
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infectedfury (Creator/Co-creator)
Key Authors
infectedfury

Rating

9.25/10
Based off 4 rating(s)

Additional Info

Development State
Beta
Version
4.0

Stats

Post Count
10
ViewCount
3,456
Downloads
967
Date Added
3 years ago
Date Modified
3 years ago

A 3 stage payload map in the alpine style

Updated to b5 http://www.fpsbanana.com/maps/83135

Map name: pl_mill Author: Infectedfury Description: A 3-stage Payload map for Team Fortress 2 in the alpine style of lumberyard

note: map is designed for up to 24 players any more and map may be unbalanced

Version history:

--Beta 4-- cap 1-- wall added to the top of blues main spawn moved over pass on cap 1-2 back and a bit lower removed metal from over pass added more hp to cap 1-2 removed bottom exit under overpass added a one way door for blue on overpass more signs added more cover to side rooms on 1-2

cap 2 -- moved side door of the mill back modified cover and ramp near door added 2 new ways up to side room of cap 2-2

cap 3-- added air vent system for blue to flank cp 3-1 and 3-2

misc detail added and more sounds

--Beta 3-- ---no public release--- changed the balcony out side blues main spawn to be an in closed room with windows increased width of underground tunnel in cap 1 added side room to underground tunnel added two way door to tunnel added more cover to cap 1-2 misc bug and clipping fix more detail

-- Beta 2 -- added more lighting. fixed bug where payload would not go back in some places. stage 1 -2 increased size 2 rooms to make for better for blue engineers added new metal to expanded room added more cover to stage 1 - 2 the start of stage 2-1 has some changes fixed bug where engineers could build under some doorways explosion at the end has been improved (you should like this)

-- Beta 1 -- First release

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Comments

    • P2: Drudge
      Points: 2,157
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    Design: This map is fairly well designed. I really liked the overpass at the last point (A) on the first stage. It really looks good and seems really well placed. After that seeing so many overpasses I was kind of tired of them, but they were still in really good spots. You don't see too many of these types of overpasses in most maps, the only one I can remember is on dustbowl, and I'm glad you started incorporating them into your map. I really like the cute things you throw in there, like the open hole at B where the cart goes (lol I died twice falling in.) Gameplay: The gameplay flows really well for a payload map, there are tons of places to defend and it is very well balanced. I noticed that the area after the first point on stage 2 was a bit red balanced, but otherwise the map does really well. Looks: Very well done on the looks department. You really pull off the whole alpine theme, and the last stage really brings together some of the stuff from arena_lumberyard. The last point on stage 3 scared the bajesus out of me when I did it, because I jumped back a normal ammount compared to most maps (goldrush) and then it blew up RIGHT IN MY FACE LOL. Really nice touch there. Overall: A very sharp looking map with damned good gameplay. It's still in beta, so I'm sure later releases will be better.

    y i laggin?
    • P1: Beggar
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    Great map, looks awesome and plays well only problems are balanced.

    Cant wait for b5 hopefully you make it even better because b4 was a big improvement

    Keep It UP

    Um
    • P1: Beggar
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    I like this map. Good design, good looks and interesting to play!! One design thing, I think it's better to use alpine rocks models with this style. P.S. I am nervous when I fall in hole on B point :D

    O_o
  • Anonymous

    Keeps getting better with each release, looking forward to final build!

    • P2: Drudge
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    Pros: Another great release. I loved the series of this map, And I'm sure this one makes the best. Cons: None. Improvements: None. Notes: Make more!

    ArchAngel505
    • P2: Drudge
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    A few issues I find walking around.

    -Did you buildcubemaps without turning off specular lighting first? I see purple checkers in some of your reflections

    -Your one-way doors and two-way doors look exactly alike. I couldn't tell the difference between the two. I get screwed over a lot of times because of that. Valve generally uses the setup gates for one-way doors, so keep them that way. For two-way doors, try using different models or use brushes instead.

    -The one-way door in cap 1-2 looks like it should open up and down, but it moves to the side instead. Funky.

    Overall the changes look good. We will be running this on the Woof servers and the soon to be R servers.

    Bananite
    • P1: Beggar
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    Posted by Icarus You might want to move it to Payload Category

    thanks. didn't see i had it in the wrong place

    • P2: Drudge
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    You might want to move it to Payload Category

    Bananite
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