PL_Angkor is a 3 stages payload map (goldrush like) with some CP in stage 2 and 3 to allow the cart to continue moving on its path.
After BLU's plane crashed in the cambodian jungle, they encountered RED team wandering around a khmer temple, so they quickly decided to just blow up everything ...
They'll need to bring their explosive-filled cart from their plane, to the temple entrance up to the top of the temple and drop it into the sacrifice pit !
Map status :
Map is nearly final, just some minor visual stuff that should be updated
Please post your feedbacks ! (even more if you can test it with some friends !)
Changelog
Changelog :
Beta 4 :
- fixed intermediate spawn in last stage
- fixed some minor visual stuff (fade distance, payload tracks, etc...)
- fixed a rare bug where the payload would fall/explode at the end without the game acknowledging that the cart reached the end
Beta 3 :
- reworked end of stage A so that it's more balanced and interesting
- some heavy rework on stage B
- added intermediate spawn room for BLU in stage C
- slightly reduced some distances and heights in stage C
- tons of small changes everywhere (tweaking some covers, some new paths, etc...)
- general visual overhaul
- tweaked some cap/setup/rounds timers
- small changes to the rollback zones (cart will not recede anymore after passing it entirely one time, cart slightly quicker than before when climbing these zones)
- removed possibility to shoot stickies/rockets in some spawn rooms (when skicky/rocket jumping and shooting above wall)
- tweaked ammo and health pickups
- fixed lift bug on stage C
- added a few signs
- added missing spawn room blocker for blu spawn in stage B
- updated overlays color under health pickups (to differenciate ammo and health pickup overlays)
- updated clipping
- increased waterfall extinguishing area size
- tweaked plane to avoid some collision issues
- various optimizations for performance and file size
Beta 2 :
- updated layout in last section of the map to have more possibilities
- updated lighting to avoid having too dark areas
- fixed collision bug with the plane
- art updates on temple buildings and structure
- tweaked ammo and health pickups (less pickups now, transformed some big into medium pickups, ...)
- some clipping work around doors and windows
- updated 3d skybox
- some optimization
Beta 1 :
- slight gameplay layout changes for round B and C
- added some rollback and rollforward zones
- art pass on rounds that were still in dev textures (B and C)
- added some new props to replace old brush details
- added/tweaked soundscapes, HDR, fog, clipping, lighting, ...
- fixed known bugs
- some optimization
Alpha 4 :
- round B and C entirely reworked
- some optimization on round A
- no more dark areas
- fixed spawn room volumes and missing resupply lockers
- fixed various bugs
Alpha 3 :
- art pass (lighting, custom props and textures, detailing, ...) on first stage
- tweaked layout to allow more possibilities for both teams
- some optimization on stage 1
Alpha 2 :
- no more stage 3 to only test first stages
- updated layout to add more possibilies, have more coherent spaces, break some big line of sight
- change CP mechanism on stage 2 to something more simple
Alpha 1:
- first version with every stages and CP gameplay on stage 2 and 3
A few detailing problems I can see though, like the tracks squashed up a bit going up the hill. Also you may want to look at the corners of buildings and align the textures so you don't get those L shaped bricks. Also perhaps a few more roots.
Well that is definatly a nice looking map however I feel that it's just too grey. I know it's the theme but maybe add a red stripe along some walls or something to add some variety in the walls. Other than that it looks fantastic and I can't wait to paly it