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Map Details
Release: Beta
Version: 1.0
Filesize: 12 mb
Players: 32
Time of Day: Day/Light
Textures: Standard
Meshes: Standard
Map Size: Large
Environment: Indoors, Outdoors
Effects: Color Correction
Classes: None/Not Specified
Devnotes
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pl_mining_b5
Added by...
Key Authors
Stino
Category: TF2 > Payload
Tags: payload, escort, mining, control points, capture pointsŁ, cart
Added 2 years ago - last modified 1 year ago
4,381 views, 611 downloads, 35 comments, 1 favorite
Author's Readme/Notes:

Escort map, while waiting for vavle's goldrush, i decided to make an escort map myself. The setting is a long track through mines and canyons. Red team has to push the car forward and blue has to prevent them from doing that. Red can capture control points that disable the blue team from pushing the cart backward.

Possible problems:
- i'm not sure but i think the checkpoints dont prevent the cart from returning, so you can end up with the cart behind the locked gates if you aren't carefull enough.
- appearently some players report that a red spawndoor doesn't open, but i cant find wich one..
- still to few routes for blue?


Changelog
b5:
- use of official entities
- working with rounds
- locked off unused areas
- changed a few routes
b4:
- added alternative routes
- added alternative spawn exits
- locking unused spawn near the track
- added more lights in tunnels
- Dynamic cart direction indication for blue
- Static arrows for red
- reducing time added on cap points
- moved final capture point behind the train
b3:
- lighting
- announcer added when capture points are capped
b2:
- full level
- delay added afther capping a checkpoint
b1:
- Gameplay system and 2 control points
DOWNLOAD
(12 mb)
Feedback
Page of 4   1 2 3 4 Next Page
1 year ago
Booster37



Ooh, nice. I'd love to test it out.


Fire God
1 year ago
stino



All except the timeing is fixed, becouse i took the goldrush payload/respawn system and i moved some spawns around, so need to test how much time it takes and see what i have to add.

Bananite
1 year ago
Booster37



Pros: I like this map. I like it a lot, and I think now would be a good time for me to finally say something after I downloaded it about a month ago. REALLY BIG. In my opinion, this isn't a bad thing. This is REALLY good. All the many different ways to get from here and there complement the size, making it easier on the offense, yet making it a bit easier for the defense to select chokepoints (although you can't just stick a sentry anywhere). I've played the es version of this map, and I like this one more. Masterfully designed map. My favorite checkpoint is the 5th one on that long bridge.
Cons: Now let's talk about that payload, lol. I'd suggest removing the entire mechanics of the payload and just start from scratch using the simple tutorial on the payload. This is the only true flaw I found. The jerkyness, which was also in the es version is annoying. You can't stand on the cart, you can't jump in front of the cart without expecting it to knock you forward 50 feet...and you also need to set the capture award to a longer time. I now have 35 capture points as my record for a HEAVY because of it, lol. I want a ka-boom at the end, an earth shattering KA-BOOM. Of course, that's just what I want, and not something to be taken seriously. This map CRIES for time extensions. For a map this big, you gotta do it. No way out, and it has to carry into the next stage if possible. From the feedback I've read, there are spawn issues. However, I've only looked at this map myself and tried it on an offensive standpoint, so I don't know the deal on that.
Improvements: Fix the payload, fix the spawns, add time for checkpoints. That's all really
Notes: I love you for making this map :P Great job on it, and I wish to see more work in which you may be doing in the future


Fire God
1 year ago
hozer



Pros: Great Looking Map. Great Design
Cons: Wat To Big. My Users Dont Like It Cuz Ut Way to Big. Hell Its Gotta Be at least times bigger than Gold Rush IMHO
Improvements: Make It A Taste Smaller

Bananite
1 year ago
stino



Posted by D3vilfish

This looks like a really nice map but unfortunately until the spawn points are fixed (2nd stage reds was locked in mid spawn & couldn't even get out if they suicided) also 2nd stage 1st check point could do with longer time added as that's a long haul to get cart to finish!
Question about spawns are you using some of them to spawn both red & blue @ different times of the map as this may explain why you get trapped!

nop, i only use red spawn points in the red respawn rooms. the rooms aren't shared by the teams.

Bananite
1 year ago
D3vilfish



This looks like a really nice map but unfortunately until the spawn points are fixed (2nd stage reds was locked in mid spawn & couldn't even get out if they suicided) also 2nd stage 1st check point could do with longer time added as that's a long haul to get cart to finish!
Question about spawns are you using some of them to spawn both red & blue @ different times of the map as this may explain why you get trapped!


Simiancage Kingpin
1 year ago
AI|Chicky



Stino.... I would do #2.


www.clan-ai.com
1 year ago
stino



Yes i know all what you are saying here about fencing off the other parts, but thats not the question, my question is:
do i:
1. use rounds for every checkpoint (never done by valve)
so basicly: cap, respawn, cap respawn
2. use rounds for every 2 checkpoints (goldrush)
so basicly: cap, run to next, cap respawn, cap cap respawn.
3. use 1 round and forward spawns (badlands)
so basicly: cap, run to next, cap, run to next, cap

i wanted to do cap, run to next, cap, respawn but with the difference that while you are running to the next point and you die, you spawn near the last capture point. but this is impossible with the entities provided.

@chicky, i think you can make sentries and dispencers, but not sure about teleporters, i'll see.

Bananite
2 years ago
Randdalf



Posted by stino

Posted by AI|Chicky

Not 6 rounds.... that's a little bit much. But more how goldrush is laid out where you have two check points per a round. So divide it up to three rounds - maybe more depending on distance between check points - and have everyone respawn. It might be worth while to move around spawn areas to benefit BLU in some areas since some areas are very difficult for BLU and fairly easy for RED.

so like it is now, but with taking out the spawns near the central checkpoint?
and yes, spawns wont be to ideal anymore if i whould do this, so i should move them, but thats not a real problem :D the dilemma is: 3 rounds with long walk distances and central checkpoint, 6 rounds with short walk distances and no checkpoints in between ofc OR 1 round, 6 checkpoints and forward spawns but only spawn there when you die, no forced respawn.


Some of the rounds are quite large so, I do think that having forward spawns is a good idea, just enable and disable the player spawns and spawn rooms where the point is capped.

To better explain my point about fencing off; in dustbowl, after a round is finished you respawn, the entirety of the previous round is blocked off by fences which appear after you respawn. In your map I can still access the areas in the tunnels from the previous round, and despite the agets blocking that route off, the gates are far too far backwards.

I mean literally fencing off the area behind the attacking spawn with the security fences so the attackers go towards the cart and not away from it.

I hope I was clearer then :D

Bananite
2 years ago
AI|Chicky



Can't map makers put in teleporters that can't be destroyed now? Maybe make map teleporters that open once the first point is captured. It won't be amazing because not everyone will be able to take it but at least it makes it a little easier for BLU.

The problem you have now is that when teams capture the points, the round doesn't end. Those who are alive remain alive to wander around the map while those who are dead respawn in an area that doesn't open.


www.clan-ai.com
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stino
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