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pl_woodbridge (Highlander)

Created 2nd January 2015 @ 19:33

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Aero

Hello everyone! This is a Payload map that I’m currently working on. The current version is pl_woodbridge_a3, thanks to the help of a few friends in giving me feedback. I’m hoping to get more (and possibly better) feedback by posting it around. My endgame is to make this map balanced for competitive Highlander play – I don’t know if you’re looking at the next Swiftwater or Borneo, but I’d certainly love to one day see Woodbridge in a regular Highlander map rotation.

Any suggestions, compliments, or criticisms are more than welcome. If you’d like to playtest the map, feel free to let me know so that I can poke you for an STV later (or play on it, if you’re pugging). You can add me at https://steamcommunity.com/id/DemoAero. Cheers, and thank you for your time!

TF2 Maps Page: http://forums.tf2maps.net/showthread.php?t=23876
Screenshots: https://imgur.com/a/6OiOm

Aero

pl_woodbridge_a4 is here! I was up until 3 AM last night making all of these changes. I hope this version’s up to par! Special thanks to the folks at TF2Maps, TFTV, and the UGC Platinum maptesting group for giving me extremely valuable feedback. As always, suggestions, compliments, and criticisms are always welcome, and feel free to let me know if you’d like to give the map a go for a test :)

In other news, I’ve now got a Steam group! If you’re interested in this or any future maps I might make, feel free to join up for announcements, downloads, and discussions! http://steamcommunity.com/groups/aeromapplaytesters

Download: https://www.dropbox.com/s/0mxt0q6226l5vvf/pl_woodbridge_a4.bsp?dl=0
Screenshots: https://imgur.com/a/wUGQS

Changelog:
A Added patches under item pickups
A Disabled shadows on track props
A Added nodraw textures
A Added directional arrows

B Added patches under item pickups
B Disabled shadows on track props
B Added directional arrows
B Fixed RED players getting stuck in spawn after 2nd is capped
B Added nodraw textures

C Added patches under item pickups
C Blocked sightline from office fence to bridge exit
C Disabled shadows on track props
C Added nodraw textures
C Added new alcove above deck
C Added directional arrows
C Downgraded health pack in shed
C Added sheet metal on deck
C Moved BLU’s forward spawn forward

D Added patches under item pickups
D Reduced BLU forward spawn timer from 10 to 6 seconds max
D Made choke into last thinner
D Removed odd ledge above pool
D Added nodraw textures
D Added new flank into bridge-side shack
D Widened bridge
D Added new flank around bridge toward pickups
D Added log across water
D Moved higher resupply in RED spawn to lower level
D Disabled shadows on track props
D Added directional arrows
D Added window from new flank into C yard
D Added pickups on and below batts
D Nerfed sniper sightline from batts

Snooki

VDOH

Inb4 Kkaltuu

Aero

Quoted from Snooki

Inb4 Kkaltuu

What do you mean?

Spycy

TC.Express

You can see throught some wall around 3rd

http://cloud-4.steamusercontent.com/ugc/55500119903832095/FF3D53DB848DC25C45A14E6B92EFA040C64D07FC/

Quoted from Aero

I don’t know if you’re looking at the next Swiftwater or Borneo, but I’d certainly love to one day see Woodbridge in a regular Highlander map rotation.

I appreciate the sentiment, but those are poor examples. They fell out of the EU scene’s favor a long time ago.

Quoted from Aero

[…]
What do you mean?

He’s an admin here.


Last edited by Freakie,

Tuffy

pd!

http://etf2l.org/forum/maps/topic-30442/

If you have time, read it, if you want to understand the kkaltuu joke.

Hajdzik

SUAVY
ㄕサ

As I like swiftwater for I would say “casual competetive” it’s bad map for regular season just barnblitz, upward, badwater are too strong maps. I have a couple days of break, need some time for more important things to do. We will have couple of maps introduced to playtesting on tf2pickup.net and we could check this map as well, but it requires commitment.

Aero

Quoted from Spycy

You can see throught some wall around 3rd

Fixed! Thanks for pointing that out.


Last edited by Aero,

Aero

Quoted from Freakie

I appreciate the sentiment, but those are poor examples. They fell out of the EU scene’s favor a long time ago.

Fair enough. I meant it more in terms of “custom pl maps that got into a rotation” than “highly successful map(s),” so I could see why they’d come off poorly.

Aero

Quoted from Hajdzik

As I like swiftwater for I would say “casual competetive” it’s bad map for regular season just barnblitz, upward, badwater are too strong maps. I have a couple days of break, need some time for more important things to do. We will have couple of maps introduced to playtesting on tf2pickup.net and we could check this map as well, but it requires commitment.

Playtesting would definitely be very much appreciated. Would the commitment be on my part or the playtesters’? If on me, I can assure you that I have no intention of abandoning this map, and will probably keep working on it until it’s either in a UGC/ETF2L rotation, or multiple high-level players tell me “it’s shit; don’t waste your time.”


Last edited by Aero,

Aero

Woodbridge ver. a5 is here! I spent a lot of time fixing up A and redoing the right-side flanks into last. Here’s hoping that the map is a little smaller, and that the flow is a little more sensible.

Download: https://www.dropbox.com/s/esvnvyljb4viqf6/pl_woodbridge_a5.bsp?dl=0
Screenshots: https://imgur.com/a/1Mge3

Changelog:
A Narrowed transition between A and B
A Raised elevation of area of side flank
A Moved right-side wall out to match wall by boardwalk flank
A Added sheet metal to sides of bridge
A Opened up route between yard and sub-bridge behind rock
A Shrunk area from BLU spawn to 2nd Jungle Gym
A Added house in yard
A Removed large rock from yard
A Adjusted placement of tracks
A Added pickups beneath bridge
A Added pickups behind and in house
A Walled off back corner of barn
A Moved medium health in barn toward entrance

B Upgraded small ammo pack on cliff to large
B Upgraded small health and ammo on boardwalk to medium
B Added medium ammo pack on RED patio
B Extended RED directional sign into track
B Added props to storage
B Fixed floating cart going up and down slopes
B Shrunk chickenwire flank
B Shrunk BLU door into chickenwire flank
B Enlarged fence in chickenwire flank
B Added raised deck in A-B choke
B Fixed protruding arrow from spawn
B Added areaportals into storage
B Added areaportals into barn

C Added env_cubemap for water textures
C Fixed RED players getting stuck in first spawn after 2nd is capped
C Widened hallway from garage to water
C Added props to barn
C Changed door into barn to shutter
C Added pickups to yard
C Added pickups outside of barn
C Added fences in barn to block easy B to C jumps
C Slanted top of shed and added nobuild zone
C Slanted top of bridge to remove buildability
C Blocked out area below arch

D Removed shed and simplified associated flank
D Removed ability to jump onto big rock from bunker roof
D Lowered window flank height
D Removed tunnel exit into last
D Added dropdown from shed flank into tunnel
D Added trigger_hurt after cap
D Added props to kitchen
D Raised walls by lower RED spawn door
D Blocked sightline across log from D
D Added props outside of garage
D Added areaportals into dropdown tunnel
D Added areaportals into kitchen
D Fixed water beneath bridge rendering as opaque

jakeowaty

Hey, it looks really fun!

What you’d have to do is to add uneven ground here and there. Nothing apart from like concrete parts should be flat as a sheet of paper.

.zero

-chess-

It’s in alpha…

Leftism

W.tf
KC&LtL

Displacements (used to make uneven ground) are slightly more difficult to do than flat surfaces and doesn’t behave as a simple block (or “brush”) would do – for example light passes through displacements (as opposed to bouncing off it like it would on a brush) so displacements wouldn’t be able to contain light within the map which leads to leaks (i.e. light escaping into a “void”)

Alpha maps use simple blocks and slopes to create ground – every map starts like this in some form or another until late alpha/early beta stages when the general layout is sorted would you start seeing displacements and all those fancy things seen on developed maps.


Last edited by Leftism,

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