pl_dbl

Credits

Submitter
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Sniper_John_Uk (Creator/Co-creator)
Key Authors
Sniper_John_Uk
Everything
Valve
Idea

Rating

8.12/10
Based off 5 rating(s)

Additional Info

Development State
Beta
Version
1.0
Maximum Players
32

Stats

Post Count
33
ViewCount
9,517
Downloads
1,013
Date Added
3 years ago
Date Modified
3 years ago

Double Payload Cart Race!

Quicky Project to recreate (or close to) the map in the background image of the scout update webpage. http://www.teamfortress.com/scoutupdate/energydrink.htm Credit to them for the concept.

Since true double payload isnt supported by the sdk yet, the map is technically a cp map, but from a gameplay perspecive, there is no difference to a normal payload map, except for there being 2 carts.

A very small map, rounds should take less than 5 minutes for a winner.

Addressing your comments:

@youme (RE:tracks on wrong side) Yeah I didnt notice that until I was looking up the scout URL when posting here.

@mdawgmike (RE:HUD) Ideally it would use the proper payload HUD, but when you try it, there is only one cart icon on the line.

@Keebleto (RE:plwaste) plwaste only has the one cart, that moves in 2 directions, and I had already prototype plpushmepullme about 6 months earlier. I ain't copying anything :P Waste looks freaking slick though.

@others I hant spotted the carts pointing in different directions, good eyes chaps. But i think that would unbalance it. Attacking on a downward slope is easier than an upward, so the map would need to be doubled up and mirrored. Could implement it next. But would the teams spawn at their own carts or at the others?

Discuss in the comments or here: http://forums.tf2maps.net/showthread.php?t=5713

ps. no ones commented on the dispensor dispensor yet!

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Comments

    • P1: Beggar
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    Hey i do not know if anyone has commented about this but you get stuck on the cart if you are near it too often, this makes this almost un playable. Also the dispenser mod is pretty neat but is very impractical because many will shoot the dispenser for their side and will be camping it, same as the same spawn locker room. I liked how you spawn away from the cart first but this can get unbalanced quite quickly near half way through the game.

    Bananite
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    First off, may I say that I'm extremely glad someone took some initiative and made this map.

    Now that that's out of the way, your map needs a LOT of work. Firstly, the spawns really need to either be moved or you need to cover the line of sight between them; it makes camping far too easy.

    Another HUGE problem with the map is that for some reason you can clip into the carts if you get in front of them. This is a problem because it's a common Heavy strategy and you can't do it on here because you get stuck in the cart. Even worse, if you manage to do it on the top or bottom of the ramp you actually get stuck. FIX THIS.

    Now, on the good side of the spectrum, this map is DAMN FUN. Despite it's glaring flaws, it's incredibly enjoyable and it really brings out the best in many classes. Even though linear combat (Fighting enemies in a close-range to mid-range scenario in a line) really doesn't match the whole feel of TF2, you managed to pull it off correctly.

    Oh, and the Dispensers are BRILLIANT! I never thought of anything remotely like that, and it should be in more maps. I see a lot of fights break out around the dispensers, despite the carts also dispensing ammo and health. It's possible to upgrade them and they act like standard dispensers with metal limits, but I'm not sure if that's intentional.

    Great concept, but definitely needs a good deal of work before it's perfect.

    GREEN IZ BEST
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    "I hant spotted the carts pointing in different directions, good eyes chaps. But i think that would unbalance it. Attacking on a downward slope is easier than an upward, so the map would need to be doubled up and mirrored. Could implement it next. But would the teams spawn at their own carts or at the others?"

    Valve's map will most likely be a mirrored map, meaning that the track will be a U shape. That means that both sides will start up high, move their cart to the valley below, and then try working it up the opposite slope approaching the enemy spawn. It's not unbalanced at all that way. However, it is considerably different than your map, so I wouldn't worry about it.

    Bananite
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    @eggy2125 I am trying to avoid using any custom materials or models as much as possible. If I change the HUD, i will just remove it completely.

    Bananite
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    Played this tonight with a handful of people on each team. I had a reasonably fun time on it, but think you need to make some important changes:

    1. Better clipping on the cart so people don't get stuck.
    2. More protected spawns. Spawn camping is a big issue. Add a building in between that part of the tracks and force people to move straight left or straight right out of their spawn. Make the spawn door a normal wide door so it's easier to avoid spam when it opens.
    3. When the track is passing right next to the wall near the end, move the wall further out to give room around the cart.
    4. Reward a team for reaching each checkpoint, like a forward spawn (would require spawns to be up the hill) or reduced spawn times.

    Anyone suggesting this is similar to pl_waste hasn't played both of them. In addition, this is functionally different than Valve's art since the tracks go the same way in this map. However, that doesn't mean it's a bad thing... it's just different. Protecting the spawns becomes very important, though.

    In addition, leave the HUD as it is now. When the official hud comes out, try making use of that. But don't listen to the people suggesting that you use one of the race map huds, since those are totally glitchy. You could hide the hud and try making use of custom in-game overlays to show where the cart is (make a texture for a sign outside spawn and move a decal on it or something). Overall I think you should just wait for the official hud.

    Nice work overall.

    Bananite
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    Not a very original idea of Valves. Let's create a new gamemode? How about 2 PAYLOADS???

    youtube.com/watch?v=eBGIQ7Zuui
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    Was not able to play one round without either getting stuck in the cart or a wall.

    However the game play was truly original.

    join the fpsb servers
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    Map looks great, but have some important errors. IMO blockings carts are the worst. Work about it and final version will be amazing!!!

    Bananite
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    The background showed the carts moving in opposite directions. Look at it a bit closer.

    I expect v2 to be as such. ;)

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    • P2: Drudge
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    Man this looks great. Nice Job.

    Bananite
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