Blu team pushes the cart to the end of the round. The track snakes around old tool sheds and warehouses to Red Base Perimeter (a massive fence and canyon sealing off the Red Base from the rest of the world.) Two capture points: A and B. Layout is kind of a backwards "S" shape.
The cart has crossed the perimeter, now the blu team must push the cart across the canyon bridge and into the Red Base. Here, the red team manufactures secret weapons under the shelter of huge mountain bunkers. Blu team must take them out before they are used!
Known Issues - let me know if you find any!
3D skybox is not seamless and is unfinished in some areas
some sort of areaportal issue on closed door that opens after point A capture in round 1
Ambient computer sounds seem too loud
Rocket pauses mid-air after launching for a few seconds (end of round seems to pause func_movelinear)
Rocket launch not visible from outside the base, need skybox rocket model
-Removed many point_spotlights to avoid edict_limit
-Changed metal farm signs to spytech overlays
-Other aesthetic improvements
-Added detail to the out-of-play area in blu spawn
-Added 3D skybox
-Changed skybox to sky_badlands_01 from sky_trainyard_01
-Added cart explosion/rocket launch
-Added steam effects to red spawn
-More detail in blu spawn and other areas
-Added some ambient sounds
-Modified secondary route to B (walkway retracts on point A capture)
-Added more detail to less detailed areas (quite a lot more actually)
-Changed ramp to B, looks cooler now
The ground textures look super ugly and it looks like you usedHL2textures. and thats a big no no in TF2. Next time you are in the texture browser type tf into the keywords box.
I'm trying not to go OTT with detail so those things aren't too much of a concern right now, but thanks for pointing it out. Right now I want to get the other rounds into a playable state, then I want them tested thoroughly for balance issues and exploits - that's what I need advice on most
Turn that ground in to a displacement and use the "paint alpha" tool. You will want to invert it first though, and then go crazy painting the rocky bit on
Fix quickly and you miiiiiiight get a chance for a sunday test if nobody else submits!
Also, those doors were annoying - and I don't know what you used for the visualizers, but they were probably what allowed the stickys to stay in the air. Any doors that will not be opening you should make clear, and some of them were supposed to open but were really hard to.
I really loved all the thought you've put into the map, with all the little detail areas and the doors that led into buildings, and even the metal door that (more or less) lined up with another metal door in the next stage!
At no point did the map feel too open for snipers, which is a good sign, but it did feel spammy at times.
Both stages were fairly confusing especially for red on stage 1 or blue on stage 2.
A recurring problem I saw was that these tracks split off in other directions. I would highly reccomend NOT doing this unless you place one of those "end of track" sign things very close to where it splits so it is obvious that the cart does not follow that direction.
Thank you very much StickZer0! This is just what I needed Unfortunately I won't be working on this for about a month due to exams, but as soon as they're over I'll get these things sorted! Great advice