This is a payload map with a slight twist. It has one extra control point compared to basic Valve maps which makes it have longer track. 5 control points and the map is curvy, thus, 5curve since i already used the name curve earlier. Plays just like normal payload map!
I now have sounds, added more clips and some details. I also pulled out 2 betas which were more or less broken. I'm not sure if Hammer is deleting entities or what the heck is happening but I'll try to pull out working version this week and release it here to get some more feedback. I've shown this to 40-50 people now and so far the feedback, despite the bugs that appeared, has been positive. For now, i updated the screenshots.
Finally, after 3 more or less broken versions and this freaking cubemap issue, here is a fully cubemap armed working version that is fully playable. See 1st post for download for pl_curve_b4. Constructive feedback is more than welcome!
Routes from spawn are too complicated. I found myself spawning as RED and ending up on a ledge that let me drop down behind BLU entirely by accident. Also one of the RED spawns locks people in when the associated control point is captured instead of teleporting them to the next one.
The routes are still under work, that's something that i'm still testing for which to keep open to both sides and which could be useless and changed otherwise to be easier to navigate. I already had couple of changes, infact if the spot i think you went sthevethepocket, that is already under considerationg to change.
The spawn issue was also found yesterday on tests that i had. Changing class does fix (teleports to the next spawn)it for now and there actually is a kill trigger that activates 20 seconds later when the spawn changes. You should be able to get out of the spawn but for some reason i forgot to set the door trigger to be killed on delay so it kind of locks you in. I'll make a fix for this, thanks.
I will admit, that I go from 250 to ~120 FPS. I'm on a semi-high end computer. I don't know if anyone else was getting these hits, but usually when I drop 130fps, there is a bit of an optimization problem.
Just wanted to say that i have _b5 in the works. I have collected enough data to make a decision about the routes and how the map should play out, so the next version will have somewhat rapid changes to some routes and areas that will be forthe better. Along the changes, it has improved framerate on some areas, miscellaneous fixes and more clips added to avoid bumping into too sharp corner. I'll try to get it done asap, propably friday-saturday depending your timezone.