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Assembly 



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Released: 05-31-2009 
Last Update: 05-30-2009 
The Political Gamer
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plr_Assembly is the first of many Payload race maps for the TF2Maps.net [ame=http://forums.tf2maps.net/showthread.php?p=71293#post71293]contest.[/ame] The map is set in a assembly line in a factory. Look at my 5 minute sketch-up for more details. A1 will be up and running very soon!

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For every person who says my map needs to be Pipeline I say NO. In my opinion Pipeline is not a very good map. What I am trying to make a map were players have to constantly switch between attack and defend. This will hopefully prevent sentry farms. Also with regards to the start of cap 2, there will be a wall to prevent start of match "problems" And no I will not switch the tracks because all that will do is create a big choke point like in Pipeline! However, I may change my mind if it is necessary. All and all the idea is that offence and defense have to work together not just toss bodies at the cart till someone wins. However, feel free to say anything about the map because that is just my personal opinion and I am not trying to force it on anyone.


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A1: First version.



Old 05-31-2009, 07:21 PM   #1
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Not exactly the most detailed outline

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Old 05-31-2009, 07:25 PM   #2
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Henry Ford would approve.

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Old 05-31-2009, 07:27 PM   #3
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Look at this rough sketch, I have a few concerns:

-From what I have learned about plr and what I have witnessed in plr_pipeline, each cart should be fairly close to each other.
-Stage 1: Paths should cross between both starting points, so that the final end isn't just who can win the ubercharge battle first.
-Stage 2: Who ever wins the first minute or so of combat is at a large advantage, making a comeback for the losing team a difficult task.
-Stage 3: The best stage, since both carts are rather close to each other and combat is intense

I can picture the setting and so forth, very industrial with a lot of obstacles. Once I see some dev screenshots, I can better approximate the turn out of the map. Good Luck

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Old 05-31-2009, 07:55 PM   #4
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How do you plan to decide whether a player spawns at their start spawn or their opponent's goal spawn? It seems to me that if it was dependent on where your cart was then stage two would be nearly impossible and the others would be really annoying. If it was dependent on where your opponent's cart was then after the first few seconds it would turn into a standard payload map with whoever got farthest being the attacker. The only thing I could think of would be using a teleport to link the two spawns and let players chose; can that be used in the competition rules?
 

Old 05-31-2009, 08:12 PM   #5
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I see your idea for the map, but in the spirit of PLR and the maps already using this game mode. May i suggest, or more offer my first thought when i saw your layout?

I merely kept your basic shape but re-arranged the track paths and gave them colors so you knew which was going to be on what side. Might give you another idea perhaps, just tryin to throw in my 2 cents


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Old 05-31-2009, 09:17 PM   #6
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Relatively good layout (at least for its simplicity), I have a few suggestions:
  • Stage 1 would probably have a very interesting gameflow - offensive players should have access to a great deal of buildings and sideroutes so that they can ambush the other team from behind and sides. It'd be an interesting mixture of attacking and defending, unlike Pipeline which, due to the way the carts are always beside or pass one another, pretty much always just turns into a massive deathmatch "ring around the payload carts".
  • Stage 2 starts out a bit too tense. The carts should be a bit further away from one another, or at least there should be a barrier or something separating the two teams. It should NOT play out like the beginning of the Stage 3 of Pipeline.
  • Stage 2's tracks should converge somewhere down the path. Again, interesting gameplay flow. A switch from relatively segregated teams to a crossover, which will end the stage in close-quarters combat and a very frantic fight to the finish.
  • Stage 3 could do with some more variation (again I know this is just a rough layout of yours, but still). Having the two teams facing one another head-on is a tad boring, and unless you add lots of twists and turns, could turn into a very bad Sniper fest (imagine Snipers riding on top of their Payload carts shooting at once another as they meet in the center).

It's a good start. I admire your work ethic and how quickly you seize a mapping idea, no matter how simple it may start, and work to bring it up to TF2 standards.

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Old 06-01-2009, 01:14 AM   #7
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Quote:
Originally Posted by louiekidd View Post
I see your idea for the map, but in the spirit of PLR and the maps already using this game mode. May i suggest, or more offer my first thought when i saw your layout?

I merely kept your basic shape but re-arranged the track paths and gave them colors so you knew which was going to be on what side. Might give you another idea perhaps, just tryin to throw in my 2 cents

I agree with this apart from stage one. It should cross earlier.

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Old 06-01-2009, 01:47 AM   #8
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Quote:
Originally Posted by zpqrei View Post
I agree with this apart from stage one. It should cross earlier.
yeah, a valid point i was just suggesting a cross of path wherever it ends up happening

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Old 06-02-2009, 06:33 PM   #9
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*bump* Added pic for pre-Alpha 1.
I timed it and it takes about 1:00 minute in Pipeline for the first stage and it takes 1:09.8 in Assembly. BTW this was done with a Scout on both.

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Last edited by The Political Gamer; 06-02-2009 at 06:41 PM.
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