slowdevelopment Posted December 4, 2011 Report Posted December 4, 2011 Hey, This is my first Payload Race map. It's to the point now that I'd like to start getting people to try it out on servers. Would appreciate any feedback! DOWNLOAD LINK: http://ghenryschmitt.com/downloads/schmitt_plr_dmz.zip [attachment=2]tf2_dmz_overview.png[/attachment] The tracks run parallel through a central rocky area, then the invading cart has to be pushed up a fallback ramp and along the top of a wall (which the defending cart goes through), before getting to the target point which is in an open area in front of the enemy base. [attachment=0]tf2_dmz_process_2.jpg[/attachment] Early whitebox shot overlooking the central area. When I started making this map I was planning it to be a tug-o-war with the cart on a single track, but then decided that Payload Race would be more dynamic. I began with an overall idea of the height variations of the terrain and the path the cart would take - after establishing basic dimensions in whitebox I started adding cover in the central arena. My goals were to ensure a good range of engagement distances, set up local situations where various classes could get advantages against different ranges, and also set things up such that you need people reporting from at least two positions to have full info on where the opposing team is advancing. [attachment=1]tf2_dmz_process_4.jpg[/attachment] When I felt like those goals were being met, I started carving passages along the sides of the level to enable flanking and strategic retreats such that a flexible defense could loop back around their key points while appearing to fall back. I then did a basic art and lighting pass on the map to make sure the visual style works. Now letting it breathe and I'm going to wait for testing feedback before doing another pass. What do you think? Quote
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