pl_Silo_Plant_no6_B1

This i a 1 round payload map consisting of 4 control points

This is a payload map i have been working on for the past 7 1/2 months and at last i have finshed it. I came across a few problems on the way but i managed to overcome them. My first big problem was the error message about t junctions, after researching what this meant i realised this was caused by to many funcdetails.This made sense, as in the first area of the map i made a building which was all funcdetail and then was duplicated another 7 times. I read somewhere in the forums about propper, where you could make models using hammer, i turned this building into a model thus solving the t junctions error. I have another custom model which i made using Sketchup at control point 3, its a train wheel with 2 cogs. The wheel moved up and turned 90 degrees as well as having the 2 cogs spinning round, i was really pleased with this model, it really looked the part when it was triggerd to move but when i made the final explosion i was getting a cutlinkedlist overflow message. I think it has something to do with using to much memory so to solve this i had to stop the train wheel from moving, this solved the problem. After control point 2 is taken there should be 1 more red spawnroom enabled, when cotrol point 3 is taken there will be 3 red spawnrooms untill the payload gets to a certain point, then 1 of the rooms will be disabled. I have also made something which i have not seen before in a tf2 map, an iris door, this was made by following a tutorial in Halfwit-2, big thanks to the guy who made this tut, sorry i could not see your name on the tutorial. Also, look up at the cables at control point 3, i have the sapper effect traveling along them. Hope you enjoy the map and will look forward to your comments on how to improve it.

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Comments

  • Haggis's Levels
    • C1: Member
    • A5: Veteran
      Account Age: 5 years
    Posted 3 years ago

    Thanks for the compliments guys, i have been getting good feedback from the guys at TF2maps.net as well. A few of the guys at TF2maps.net have picked up on a few things which i am in the process of fixing. I added a lot more playerclips to the map, there were quite a few areas players were getting to that they should not be. I am going to shut the 2 iris doors after cp 1 is taken instead of cp 2, this will take red longer to get round to the 2nd cp, the map was tested on a 12 v 12 server and a big sticking point was it was to hard for blue because the red spawn was so close. Acidpope, i will have a look at red spawn doors, can you tell me which one it was or did it happen with both red doors. I have tested this problem myself, i took the pay load to just before it dropped into the pit then i switched to red. When i spawned i was able to get out the room no problem as well as enter and leave the other red spawnroom. Please tell me exactly what spawnroom.

    Bananite
  • .Krusty's Levels
    • P3: Peasant
      Points: 10,582
    • E1: Helper
      EF: 5
    • C1: Member
    • A5: Veteran
      Account Age: 5 years
    Posted 3 years ago

    Looks good, i like it.

    HQ is HQ
  • Acidpope's Levels
    • P1: Beggar
      Points: 79
    • C1: Member
    • A5: Veteran
      Account Age: 5 years
    Posted 3 years ago

    OK, everytime when i try to make a feedback fpsbanana is not available after i push the send button. now i try the short feedback ;)

    First of all great map. Makes fun. And we see thats a lot of work. The Gameplay is well designed. Only at the startpoint snipers can shoot in the blue respawn. Please add more ways to hide from the snipers.

    Yesterday we got a big bug when the cart was a few meters away from last point. Red Team cant get out of their respoawn.Doors was open but they cant get out :( So we must remove the map from our rotation.

    This map is great. When the doorbug is fixxed we will put it again on our server. Please go on with the work of this well designed map :)

    www.Alte-Leidenschaft.com
  • audiOtrash's Levels
    • P2: Drudge
      Points: 2,935
    • E1: Helper
      EF: 5
    • C2: Treehouse Member
    • A5: Veteran
      Account Age: 5 years
    Posted 3 years ago

    Pros: It looks just awesome. It has everything a payload map needs - alot of cover for sentryguns and other buildings, some higher points for snipers, Sidecover for medics and other classes. I really like how it all looks the same, but still works together to look different. Also i really like those little spots where you cant stay next to the payload or on top of it (the path isnt high enough). And at last, i love the huge building in the middle, inside and outside. Just looks lovely.

    Cons: In more open spaces you should maybe add some displacements or crates or whatever so you can switch sides without beeing killed instantly (at the blue spawn). As i was pushing the cart through the map and arrived the red spawn, i had the thought, that the map would maybe work a little better if it was the other way round (red spawn = blue spawn / start), because the blue spawn area feels more like a "finale" than the red one does. That's about all i have to complain about :D

    Improvements: Add some crates or something here and there, so that the area is not too open (snipers get really annoying). And maybe you want to just try out switching the sides of the teams. If you need testing help, i would help you :D

    Notes: I think here a great idea was perfectly turned into a great map. Hopefully Serverowners will find this and upload it. It's really a potencial "24/7" server map.

    User Title
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  • Icepwn's Levels
    • P1: Beggar
      Points: 250
    • E1: Helper
      EF: 2
    • C1: Member
    • A5: Veteran
      Account Age: 4 years
    Posted 3 years ago

    Nice!

    Banananananite

Credits

Submitter
Haggis's Levels
  • C1: Member
  • A5: Veteran
    Account Age: 5 years
Haggis (Creator/Co-creator)
Key Authors
Haggis
Author of map

Rating

9.84/10
Based off 2 rating(s)

Additional Info

Development State
Beta
Version
1
Maximum Players
32

Stats

Post Count
5
ViewCount
1,326
Downloads
359
Date Added
3 years ago
Date Modified
3 years ago

License

N/A

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