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Map Version: Planning 
Released: 09-12-2009 
Last Update: 12-19-2010 
strangemodule
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This is a Payload map I've been working on for about a month and a half. It combines the desert, industrial, and alpine themes (in that order), while still feeling like it flows.

I had posted the alpha on FPSBanana before I registered at TF2maps, (http://www.fpsbanana.com/maps/108348 if you really want to see it), and now I am putting it up here for all to enjoy and hopefully make good criticism for.

EDIT: RC3 is now out!


Changelog

PL_UNIVERSE
------------------
Map by strangemodule
Special Rat model by NeoDement, Erghize, and Moonwolf3
Special thanks to A Boojum Shark for the gameplay resource
and Ravidge for the lighting library, as well as Penguin for
helping me with the teleports, and the nomnomnom.us community
for testing it and playing it with me.
Special thanks to all my friends who gave me helpful
suggestions and even did preliminary playtests prior
to release.

Basically, this is a PL
map that combines three
of TF2's themes: desert,
industrial/well, and
alpine. I welcome
(and demand!) constructive
criticism.

Changes in RC2:
-minor optimization edits
-minor displacement edits
-windows and handrails are easier to shoot through
-red guardhouse in lower industrial area now has a protective pane of glass
-doors edited to prevent people getting stuck
-fixed players walking over the bridge over the Desert Area pond getting temporarily stuck
-2nd RED spawn now widened to prevent being teleported into a wall when 1st point is taken
-minor changes in item placement and type

Changes in RC3:
-optimization: should give people much more FPS (oh god I hope)
-added a small side room that leads to the roof of the red guardhouse in the middle area
-compiled with advanced lighting techniques
-various other changes I can't remember
------------------
To install:

Extract into your Team Fortress 2's maps folder.



Old 09-13-2009, 03:38 AM   #1
Tom Hoen
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So, has there been any playtesting at all? Anyway map looks great and I'd love to test it on gameday.

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Old 09-13-2009, 04:11 AM   #2
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Looks nice but the light is the fourth screen shots seems too bright

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Old 09-13-2009, 02:43 PM   #3
strangemodule
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Quote:
Originally Posted by TomHoen View Post
So, has there been any playtesting at all? Anyway map looks great and I'd love to test it on gameday.
There has been some playtesting at the server I frequent, they gave me some good feedback, but I'd also like some feedback from TF2maps as well.
 
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Old 09-13-2009, 02:59 PM   #4
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I was expecting a space map D :<

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Old 09-13-2009, 03:14 PM   #5
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Looks nice, some areas have too much lighting and some areas appear too tight or small scaled. The 5th screen shot for example shows the final control point a few foot from the previous control point. I'm pretty convinced this would make the map too easy for BLU team to win - all they need is a small rush during a break in RED's defence to win. I would remove that control point or extend your map after play testing.

I would recommend play testing this and then editing the map as needed, reducing the brightness of some of those lights in the warehouse would be good too.

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Old 09-13-2009, 03:18 PM   #6
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The funny thing is, I expected this to be easy for RED to defend, and playtesting showed me the complete opposite. Welp, time to do some editing!
 
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Old 09-28-2009, 08:51 PM   #7
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Beta 2 now out.
 
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Old 10-08-2009, 12:24 AM   #8
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Beta 3 is out now.
 
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Old 10-10-2009, 11:06 AM   #9
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Looks nice but the skybox looks out of place ATM in the desert area with the alpine sky.

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