Back Story: It is a dark night, Blu has a plan. A plan to take over the underworld of New York. The great battles of the war have left the world as we know it uninhabitable. The only long term habitable areas are the abandoned subway stations. Blu has gained access to Western Yard, the western most train yard. They know it will not be an easy task destroying the Red base to take over the underworld. The Red base is Eastern Substation and Red is aware of Blus' plans (Spy got in on a meeting). Blus' task at hand, take over the underground for a better life. Starting at Western Yard they will need to escort the bomb down into Wester Substation onto a flatcar. Then move the train, bomb loaded, across town using subway tunnels. Lastly unload and escort the bomb to its strategic destination to destroy Eastern Substation upon detonation. Red, simply defend, as is life in the underworld.
Working Name: pl_substation (Possibly pl_underworld)
Round 1: Blue team escorts Bomb on Cart from above ground down into the subway station onto a flatcar. Round 2 & 3: Blue team pushes a train (engine and flatcar loaded with bomb) through 2 stages of subways while Red attempts to stop them. Round 4: Blue team unloads bomb from flatcar and escorts it to "final terminus" and are rewarded with a nice large explosion.
At this time only the flatcar is the payload, only it has the trigger to push. ie: A player on top of the Engine will not move the train. In a4 I made engine push also. No one mentioned it but I think it will give blue a bit more of much needed advantage after Alpha 3 testing on Game Day.
You can not build on the flatcar, it is not currently possible to make it so. (Valve has hinted to this ability at some point in the future, specifically stating that there will be a payload map with a platform instead of a bomb and that engis will be able to build on it). I am researching a spawned sentry but don't like going around Valve.
Update Progress: [Link to ChangeList.txt]
09/07/08 - Alpha 4 uploaded. Lots of mapping changes. Added alternate route from blue spawn to 1st point and also from first point to second point. Added a couple more ammo and health packs. Created new exit from blue spawn that unlocks after 1st point is capped. Made the entire train push, you can now ride on top of the engine and it will move. Made narrow tunnel between 1st and 2nd point to alleviate sniper heaven.
08/24/08 - Game Day was awesome. Demos available [One, Two. 1/2. Thanks Arma!]. Lots of great ideas to work with.
08/17/08 - Finished up workings of spawn rooms. Put simple skybox to give idea of starting at street level. The PL is flawless now for Round B, does everything it should as it should. Replaced boxes on the train with the cubic ones for A3 release.
08/15/08 - As of last night I have everything working great with the first stage except a few minor things (listed below). Still some layout work needed at first point. No texturing done.
Class specific research (08/24/08):
Engis WAY to powerful. Need alternate routes for Blue team to run ahead and clear defender camps.
Snipers way to powerful. Need to address issue of straight map.
Soldiers might be a little to powerful currently though testing showed they did not take advantage of the straight map as much as the snipers.
Heavy/Medic have their place
Spys have cutouts and corners and utilized them well.
Pyros and Demos can do their destruction
Scounts can run and jump their merry hearts out.
Add nobuild to the flatcar so it doesn't look like an engi can build.
Address the issue of the straightness of the map. Brainstorm the ability to turn the train. I haven't played with this yet but in my mind the train will look odd because the cars wont hinge. I was able to make the train turn and hinge but was not fluid in movement and caused lots of collision issues. Made a narrow tunnel instead.
Known issues (08/24/08):
The small rectangular boxes on the train were destroyable. The square ones are good, the shorter rectangle boxes when shot, fall off the flatcar. The clip brushes around them stay causing invisible barriers.
The Bomb dispenses metal. I followed the
As mentioned above even though you can not build on the train, as an engi it shows the "blueprint" of the buildings then doesn't let you build. Valve Wiki. The Payload in Goldrush doesn't, does it? Is there a setting in mapobj_cart_dispenser or dispenser_touch_trigger? This is not a problem, It dispenses metal in Goldrush.
Red did not win when time ran out. [so newbish] *Fixed*
When the Stage 1 2nd point is capped and blue wins, the announcer gives "the payload is reaching the final terminus" message and then the siren (that plays when the bomb is close to final cap) plays and does not stop. It continues into the next round/game. (FIXED : Had last point relay disable Bomb Watcher A.)
Alpha test 02 (b.03) (08/24/08 TF2M Game Day): Gameplay went great and got a lot of excellent feedback.
Snipers were way to powerful on both sides. Engis way to powerful on defense.
Seeing a Heavy eat a Sandvitch on my map was pretty fun.
A Blue Engi [Credit] at one point utilized buildings to get up to the red spawn at the second point. If he could get a bit higher or the ledge was lower he could have got a building up there. I may allow this for the next build.
The engine not pushing became an issue when SIX defensive Engis setup 6 level 3 sentys at the 2nd point. Multiple times players made it safely to the front of the train (mostly ubers or spys) but then could do nothing. If they were to be able to push, it would nullify the 6 level 3s.
A demo was camping at the exit to the first point and dominated everyone that came down the ledge because they were instantly cornered. Need to edit the wall placement.
I (and I saw others) placed a teleporter exit on the tracks and the train went over it. As soon as I tried to use the entrance, the exit blew up. Perfect!
No evidence of collision issues!
Alpha test 01 (b.01) (08/13/08): I hosted the map for my buddy Dan to check it out and some random guy ended up on the server with us. We played 2 on 1 for about 2 hours. It was great having help and checking out if things worked or if it didn't. Noticed a few things I had no idea were happening. Got a lot of things fixed.
Click! - The new path from 1st point to 2nd. You can see the 2nd point in the right of the pic.
Click! - Point A (2nd point). Train enters from gates at the right (They open apon cap of 1st point).
Click! - Entrance behind the tanker takes you up above the 1st point, for spys and ubers to forge ahead and clear the way.
Click! - From TF2M Game Day, The Engi defense that worked a little too well at the second point.
Click! - This is the exit from Blue spawn. It will eventually be built to look like turnstiles to get onto the train platform...
Click! - The exit from Blue spawn from the outside, we see the train.
Click! - From behind the train down to the end of the map. This is what worries me about snipers and soldiers. I think some strategically placed objects can cut down the issue. I was thinking a boxcar on the 2nd track would help.
Click! - This is where the train enters the first point area. Note the elevated room across the track...
Click! - View from inside the noted elevated room. The entrance across the way is a tunnel that comes out above the blue spawn for initial defense of the train (And spys to go around and come up from behind).
Wow people, mellow out a bit. A single post telling him pictures would be useful is probably enough. Beyond that if having pictures is THAT big of a deal to you then just don't respond on the thread until he gets some pictures.
Actually, there's precedent for not posting a picture of the map right away with ctf_aerospace, where all of the pictures were research and brainstorming. pl_smoke is another example. I actually like it when people brainstorm in a WIP thread because it allows people to recommend things early before the mapper gets his ideas all laid out.
All that said, my recommendations regarding the map:
- An underground area like a subway is a cool concept, but I'd suggest doing it in such a way that people can see the sky once in a while. It gives it a more interesting and layered feel. You could do this with skylights, which some subways have, or by having the spawns at street level and make people enter through the stairs.
- This would be the perfect map for a night sky as well, which people are asking for all the time. Since the subway is 100% artificially lit and any aboveground areas could have simple lighting as well, it is one of the few map ideas that would really work as a night map in TF2.
- Regarding buildables on a moving platform, see dreadnought. It's a terrible map, but it has destructible prefab sentries on the cart that move with it. Might be an option since engineers can build them up, but if they get destroyed they can't be rebuilt.
- Having an engine in front of the flatcar will block most of the forward view while on the flatcar and will also provide a TON of cover for the BLU team. You sure you want that?
- I like the name pl_substation better, but mainly because pl_underworld sounds like it should be a more dark and ominous map.
The Following User Says Thank You to Chilly For This Useful Post:
Without letting this thread derail into flaming, here's the reasoning.
Mapping is a visual art, among other things.
A diagnostic of a map may be made very quickly through screenshots. You'd be surprised how much feedback you can get on a SINGLE picture.
Another unspoken rule of mapping is "ideas are cheap, but mapping talent rare." An idea's merit in mapping is judged by the implementation of said idea. A stupid sounding idea, such as companion cube soccer, may be judged to be quite fun on playtesting. That said, we're just trying to be helpful, and sort of expect to meet other mappers halfway in the form of provided pics.