Decided to take a break from updating one of my already released maps and start on something new, and this time build a map properly.
I've fancied making a Payload map for TF2 for quite a while, even made some attempts that got far ahead before simply losing interest in the layouts (alongside being frustrated with how you have to manually do all the gamemode scripting in hammer to make them work). I'll use this as an opportunity to add one of these maps to my portfolio.
I started out with drawing up whatever came to mind for a paper layout (although I'm using gimp since: no paper). Biggest thing for me in this first layout is to simply not care about how presentable it was, it goal of the first version was to get the idea down to secure it, it's easier to work off a sloppy first draft than it is to have half of a layout because the idea slipped out of my mind.
As you can expect though the first layout was both ugly and would play poorly in that implementation, but that's okay as that's what revisions and editing is for!
Here's that first version, cover your eyes:
Spoiler [Blocked Image: https://pbs.twimg.com/media/C9VF2bQXUAEO5Y-.jpg]
Look, I did warn you!
Despite the fact the layout is a complete mess and far from being acceptable for greyboxing, there are a few things that I can work with, the cart path loops around the defender's single spawn room, meaning the start of the game only needs an extra path open to serve as an easy forward spawn (which can be then shut off later as checkpoints are capped)
But aside from that there's little to work with
All jokes aside, the fact I got something to work with out of that is good enough to keep going, and so an hour later I made a new version to change about things I didn't like, and also to make it easier on the eyes.
Spoiler [Blocked Image: https://pbs.twimg.com/media/C9VGH0sXcAEWhsR.jpg]
Finally, I have something people can read
This version added the key feature I wanted in my map, a hightower style cart lift that players need to be on to get the cart moving on it's route, Once a player falls off it the lift falls back down until someone gets it to the top, where a checkpoint is capped and the lift secures itself in place.
However that being so early into the map's conception meant that it is not very well defined and looks more like an afterthought in the map.
There are other issues with the layout too, the bridge at the first combat area leads to the void, there are no forward spawns for defenders or attackers and there's no supplies on the map like health and ammo. that is mixed with areas of the map that come across as too open and poorly implemented, there could be dedicated flanking routes here but they're just not included. which is a shame.
So the next layout goes on to look at these issues.
Spoiler [Blocked Image: https://pbs.twimg.com/media/C9ZygZqXgAIPXRE.jpg]
Me gusta
So far this is the most recent version of the layout. It has a lot of changes in it too.
The defender spawn has it's forward spawn and how I block off access is a bit different to the rest, players spawn in a large circle room, at the start they will spawn on the ground floor and leave through the left path, but once a certain checkpoint is grabbed, the floor in the defender spawn rises up and spawns players on the second floor, where they roll out in-front of the cart's final checkpoint.
The cart lift has seen changes to becoming easier to read from top down and is more of a focus point in the layout, it works the same as before with players pushing the cart onto the lift platform and needing to stay on the platform to ensure it reaches the top and locks in place, if they jump off or die then the platform comes falling back down, taking a lot of inspiration from the hightower lifts
I fixed the bridge leading to the void by placing actual content there, should help to keep pressure on sentry guns by giving them another angle to be shot from.
The bridge has been changed to bend in two directions over a death drop, there is a similar addition like this found in Upward and it is a fun spot of the map to play on as a airblast pyro or a force a nature scout. It also helps to split up the sight-lines for the next section of the map.
That leads well into the flanking route across the cliff edge, giving up the safety of not falling off a cliff to take a flanking route.
Map supplies are placed sparingly and placed where they will be in higher demand, ammo packs are mostly placed in defender held spots to allow the defender set classes to resupply their ammo as the heavy, engineer and demoman will be consuming their metal and ammo supplies frequently, and may not be in a position to collect ammo from the ground during attacking pushes, health pickups are more common in attacker used spots as the common attacker clases will be absorbing damage frequently alongside typically having lower heath (scout low health cap, soldier rocketjumping, ect) - Attackers have lower demand for supply pickups as the payload cart automatically heals and supplies metal/ammo when it is pushed, so limiting their pickups will help to encourage attackers to push the cart if they need supplies. Defenders as well slowly lose the need for pickups as engineer dispensers help to supply their team on the field, and towards the end of a match they will have their resupply lockers in spawn, which will be easier to access.
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That was a lot to type and now my hand hurts, I'll be revising the layout in 2d a couple more times before I look at doing the greybox, I want to work more on flank routes and adding cover and more vertical elements in the main combat areas.
More soon!