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Map Details
Release: Final
Version: final
Filesize: 36 mb
Players: 32
Theme: Not Specified
Time of Day: Day/Light
Season: Not Specified
Weather: Clear
Textures: Custom
Meshes: Custom
Map Size: Large
Environment: Indoors, Outdoors
Effects: Color Correction, High Dynamic Range(HDR)
Misc. Features: Ambient Sounds
Classes: None/Not Specified
DevNotes
Please email me at mangycarface@gmail.com for questions about the lengthy design process. I will most likely compile an essay on the changes at some point for anyone's viewing pleasure. Likewise, email Arhurt at arthur.bobany@gmail.com for information on his model's development and the interesting process we went through to arrive at the final concept.
pl_frontier
Frontier is a single-stage payload map with 4 control points.
Added by...
Key Authors
MangyCarface
Contributors
Arhurt - Modeller
Category: TF2 > Payload
Tags: payload, train, alpine, frontier, chew, engine, single, stage
Added 7 months ago - last modified 2 months ago
22,606 views, 7,494 downloads (Stats)
Author's Readme/Notes:
README: PL_FRONTIER

Instructions: Drag and drop the contents of this folder into your /tf folder. When it prompts you to overwrite or merge, choose merge.

Welcome to the Frontier!

This is a single-stage payload map with 4 control points for BLU to capture. It is designed to address some of the problems with payload maps, namely the tendency to push forward hard and then bring the cart up afterwards., and the overall advantage towards RED/defenders.
To this end, in Frontier, players push a train! Meet Lil' Chew-Chew, the Engineer's latest invention (though the Pyro contributed in design ideas.) This payload is a large mechanized train engine with the ability to run over anyone in front of it- contingent on at least 3 players pushing him along.
To capture points in Frontier, simply stand on or close by the platform Chew Chew trails behind himself. He will absorb all frontal damage, and so RED is forced to apply a very loose, flanking defense in order to stop his progress. Extensive playtesting has been done to both ensure fair and fun gameplay for both BLU and RED and each individual class, with special attention paid towards weakening overpowered sentry locations. This map is tested mostly in a 32 player environment, as gameplay scales downwards better than upwards. Recommended for 14-32 players, as offense will receive a large advantage with any lower.

A lot of effort went into this map, not only on my part, but from an enormous array of people in the custom community. Full credits, in no set order:

Map: MangyCarface
Lil' Chew Chew: Arhurt (of ctf_aerospace fame; check it out!)
Poster, extensive playtesting, statistics gathering & interpretation, major source of ideas: "FLOOR_MASTER"
Engineer Poster: Ovens (fataldose on DA)
Server poster: Nineaxis (check out his WIP pl_stovepipe)
Decompiled bomb cart parts: Z33W13R+VALVe
Decompiled Laser: TheDarkerSideofYourShadow, VALVe
Laser choreography (note: temporary): TheDarkerSideofYourShadow
Extra track pieces: III Demon
TF2Maps.net Sign: Youme
Satellite dish below laser: *mostly* valve

Thank you to the following server operators and their corresponding servers:
FLOOR_MASTER & 2f2f: currently in rotation @ 67.18.19.3:27015
ChillyWI & YinYarr
Rahmie & PuniPuniNa
flubber & CanardPC



Please enjoy!

CHANGELOG FINAL:

-Small filesize + framerate optimizations
-Small detailing and clipping fixes
-New train and animations
-Etc.
DOWNLOAD
(36 mb)
Feedback
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15 days ago
Angry_Squirrel



Did you know that Red can get into Blu's Spawn at the first part of the map? :O

Yeah, if cart is moving backwards and a red person is on the cart/at the very back end of the cart, he will be pushed through the no-clip zone (or w/e its called) and suddenly be stuck inside Blu's Spawn.

It takes a weak team to suck something fierce for the cart to be pushed back that far, but I thought I'd let you guys know about this little unusual bug ;)

Is Angry!
2 months ago
kankle king M.D.



New model looks amazing, too bad this version has really bad FPS. SO bad we stopped playing after 1 round :\ Guess we're sticking to b2 unless FPS is improved, sorry

Bananite
2 months ago



Wow.
This map is brilliant. It looks really awesome. It's definetly diffrent to what valve make. theres none of the mass desert (shi-) which is good. It looks very nice and clean.

Adding it to my server. nice job, mate.


Get on the Ball!
2 months ago
Xevious1



Pros: great detail
Cons: end part kinda lags
Improvements: none
Notes: awesome

Bananite
3 months ago
Fazer2



There's a serious bug in the first section of the map.

It is in the building on the right, if you look from the Blu's first spawn. There's a corridor on the ground level. As a Red Engy I've set up a sentry and dispenser there and waited for people to come. To my great surprise, they weren't coming as fast as I thought. The cart was standing still despite no one from Red being around it and Blu trying to push it.

The reason was me - I was blocking the cart through the wall! I've managed to defend it 5 times without lifting a finger. Looks like this corridor is too close to the track and the game detects people standing there as blocking the train.

Bananite
4 months ago
magster1914



I just played it and loved it to bad my ping kicked me out of the server(100ping kick SUCKS)


the crimson king
5 months ago
Arthurp



I see what you meen but it think that first one it a little two far, to close, i would move that point back a little or move the spawn onto the corner.

farly new to mapping
5 months ago
atmuh



Actually now that he mentioned that the spawns are definitely the thing I like least about the map

◕◡◕
5 months ago
MangyCarface



I don't enjoy walking a great distance from spawn. It's boring, it allows RED to push BLU back too far, it places too heavy a disadvantage on the slower classes, making heavy less viable. Frontier is about a changing battlefield, I don't want players having to revisit the same areas all the time. That's why the spawns are as they are.

TF2maps.net Moderator
5 months ago
Arthurp



Just found this, and we might have been on b1 cause we had a full server and didn't want to lose anyone to download times. But your spawn points are all one farther forward than they should be imo. When you cap the first point as blue your spawn point is then ahead of the cart! i meen what? it allso results in that bit were it turns left and goes up the hill never ever beeing defended cause the spawns to close. I don't think they should get that spawn untill the cap 2nd and so on moving all the spawns back, so if you see what i meen there should be one unused spawm between red and blue spawns all the time.

I would like to know if you ment it to be like this and your reasons why. I like what you did in b2 but i still feel the colour is too dull. Its all grayish blues and vary faded oranges, could do with some shockingly coloured features to bring it out.

farly new to mapping
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Critic Rating [+]
9.7/10
User Rating [+]
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bScore
9.62/10
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MangyCarface
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