pl_stovepipe_b3

Credits

Submitter
  • P1: Beggar
    Points: 436
  • E1: Helper
    EF: 3
  • C1: Member
  • A4: Graduate
    Account Age: 4 years
Nineaxis (Creator/Co-creator)
Key Authors
Nineaxis

Rating

9.58/10
Based off 6 rating(s)

Rate Map

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Additional Info

Development State
Beta
Version
3.0

Stats

Post Count
9
ViewCount
3,900
Downloads
1,497
Date Added
3 years ago
Date Modified
3 years ago
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A single stage payload by Nineaxis that progresses from a natural desert canyon to a large industrial center.

Stovepipe Wells Beta 3 (plstovepipeb3)

Gametype: Single Stage Payload Author: Wade "Nineaxis" Fabry Email: wfabry@fabrydesign.com Contributors: Tim "Youme" Johnson

WIP Thread: http://forums.tf2maps.net/showthread.php?t=3891


Thanks

Tim "Youme" Johnson MangyCarface TheDarkerSideOfYourShadow FLOOR_MASTER

TF2Maps.net Community 2fort2furious TeamSpork.net

Numerous others who helped motivate me to get this done And all server owners who have ran this map!


Installation

Copy "maps" and "materials" folder into your "tf" folder. Press "okay" for any warning messages.

Server Owners: .RES file in the "maps" folder will force download the Quick List menu thumb (in the materials folder). Whether or not you want to place this and the materials on your server is up to you.


Revision History

Beta 3 (1/14/2009) * Fixed areaportal bug * Fixed displacement misalign * Slight lightmap optimisation * Eliminated VPHYSICS console spam * Corrected minor detailing issues * Added bz2 to download folder * Added .RES file for server owners to force download Quick List thumb

Beta 2 (1/13/2009) * Major detail pass * Adjusted displacements for ease of movement * Fixed two-way one-way door * Fixed minor detailing issues * Fixed playerclipping issues * Minor lightmap optimisation * Added menu photos * Added Quick List photo to download folder

Beta 1a (1/11/2009) * Fixed detailing issues * Fixed playerclipping * Adjusted displacements for ease of movement

Beta 1 (1/10/2009) * Detailed entire map * Added 3d skybox * Finished displacements * Adjusted health and ammo * Adjusted cart settings for smoother motion * Playerclipping * Soundscapes * Implemented explosion

Alpha 7 (10/27/2008) * Major Layout changes around final cap * Minor layout changes around Cap C * Adjusted one-way grate trigger areas * Adjusted health/ammo packs

Alpha 6 (10/19/2008) * Added new route to cap B for BLU * Added one way door for BLU to the building after cap B * Adjusted health/ammo packs * Small layout adjustments at cap B

Alpha 5 (10/12/2008) * Restructured area surrounding cap B * Adjusted Red's spawn for shorter walk to the start * Adjusted health/ammo packs * Minor track adjustments * Added final cap camera * Adjusted final cap layout * Adjusted cap reward times * Adjusted terrain heights

Alpha 4 (10/10/2008) * Fixed critical final cap bug that allowed cart drop without capping * Adjusted ammo and health packs * Inclusion of fog and shadow controllers * Detailing of BLU Spawn * Small layout adjustments

Alpha 3 (10/03/2008) * Added 4th Cap Point, Adjusted Cap positions * Adjusted Health and Ammo sizes * Fixed Capture Bell ringing on cart recession * Small layout changes * Adjusted cart recession speed

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Comments

    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    Pros: None come to mind Cons: None come to mind Improvements: None come to mind

    Bananite
    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    Very ugly map in my opinion. The displacements in the 3d skybox are copied and pasted from badlands. The map isn't balanced all that well and needs a lot of work.

    Bananite
    • P1: Beggar
      Points: 151
    • C1: Member
    • A5: Veteran
      Account Age: 6 years

    Pros: Great layout, most of the fight takes place in the middle like a pl map should. Many different routes outside of the normal linear cart path.

    Cons/Improvements: Too easy for a Blu engineer to walk behind Red and start building behind them (around the third-fourth point). Last point lacks secure SG locations that can easily be taken out without an uber or little to no effort at all. Last Red spawn can easily be locked down with just a few Blu players. I'd suggest a third upstairs (upper level) respawn exit.

    Notes: I know this is an older map but a lot of people I know really enjoy it and I hope to see a final one day. The map plays great but that last point just seems to need a little more touch to it.

    SoBe Yourself
    • P1: Beggar
      Points: 329
    • E1: Helper
      EF: 3
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Pros: Looks amazing, excellent brushwork. Balanced gameplay, the use of height is probably the best I'v ever seen. Makes for lots of good sentry spots, but there is always an obvious path to take them out. Cons: none Improvements: none Notes: Wow what a great map. Played in a Highlander match last night, everyone loved it. This is def going into our Highlander rotation, easily one of the best out there. Its hard to explain, but there is a lot of exciting chokes in this map.

    Bananite
    • P1: Beggar
      Points: 81
    • E1: Helper
      EF: 4
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Great up, but not enough servers run it.

    I find only wanting to play the last point no matter what team. I just do not like the other areas, change them abit or redo or something because the last point is really fun and works great.

    Um
    • P2: Drudge
      Points: 1,028
    • E1: Helper
      EF: 1
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Pros: Excellent outdoor atmosphere. Large locations and well done displacement work make this map a joy to play. Cons: Not enough servers run it. Improvements: A personal preference, but I find a few areas to be a bit dark. Don't rely on the environment light to hit every spot.

    Bananite
    • P1: Beggar
      Points: 477
    • E1: Helper
      EF: 3
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Pros: Looks fantastic, plays fantastic. It's certainly of a similar if not higher quality map than badwater. Cons: Some areas near the final area lack detail, and there are some nagging balance issues for the final area also. Improvements: (I explained the problems in the cons sections... ) Notes: Great job, I wish you luck in the contest.

    Bananite
    • P1: Beggar
      Points: 319
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    God damn this map is amazing. Feels like a better Badwater. I do have one complaint, though. That bug you said you fixed in Alpha 4, the cart drop thing, it's still there. It's been happening whenever the cart is EXTREMELY close to the final point and someone just barely touches it. Other than that, this is probably one of my favorite custom map. Good work brah.

    you are just the cutest thing
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