Vesper - pl_vesper ===================================================== MAP INFORMATION- Title: pl_vesper Version: Beta 4.0 Filename: pl_vesper_b4.bsp Created By: David Lohmeyer - VilePickle Author Email: vilepickle@gmail.com Type: Payload (PL) Web: http://www.vilepickle.com Compile Date: 4/22/12 Development Cycle: Internal Alpha -> B1 -> B2 -> B3 -> B4 Description: An alpine themed Payload map with rollforward, rollback, and dynamic gate elements. BLU must assault RED's base to uncover their hidden explosive stockpile and disable it. CP 1 and 2 both have gates that BLU must destroy when they cap the point in order to proceed. ====================================================== B4 CHANGES/FIXES: FIXED -Blocked sightline to BLU's far spawn door -Clipped the "great wall" so it cannot be gotten over -Reworked dynamic element to no longer require players to break the gate. The cart will proceed to break the wall on its own, but before it does the path is blocked -Added a medium ammo pack for engineers behind the last CP -Further optimized FPS at CP1 area TODO -Make the underground tunnel at CP3 more exciting -Evaluate blue forward spawn placement after more gameplay testing -Evaluate final CP sightlines after more gameplay testing -Make some areas of the map feel more organic visually -Think about ways to vary the track so it's less flat in some spots B3 CHANGES/FIXES: FIXED -Made it easier for BLU to attack the right route into the CP2 area from near CP1 with a new route up in addition to the longer house path -Added full health and ammo close to CP1, mostly for offense after capping -Removed the full health from the upper catwalk of CP1 (it's now down near the CP) -Removed medium health from the defense side of CP1 wall -Tweaked up the health of the dynamic element gates by a few hundred -The far side route from CP1 to CP2 has been streamlined to be less wide open and large -Replaced the window on the CP2-3 catwalk for RED with a small balcony in order to improve flow in this hallway -Moved the exit of the CP2-3 catwalk over to prevent a nasty sightline B2 CHANGES/FIXES: FIXED -Fixed the red directional sign near spawn pointing in the wrong direction during some of the map -Make the plank doors into metal or regular doors to remove confusion about them -Fixed the last rollforward cart recede where the cart would flip out when it reached the rollforward -Health pack near CP3 moved to the end of fallen fence -Lighting changed in areas to emphasize objectives and de-emphasize environment detail -CP2 floor texture changed from swamp texture to regular concrete to alleviate headaches The idea is to submit a beta to the contest which ends on 4/30/12 and then finish the map afterwards based on the feedback from the contest. I do not plan on leaving this map in a "hanging beta" state because I like finishing maps. B1 NOTES: In my first TF2 project in almost two years I'm creating a PL map, something that I never made before when I was actively mapping. The build time for Vesper was about 3 months for the TF2Maps.net contest. One of the main goals is to make a Payload map that doesn't have a lot of constricted hallways and spam trap areas while still being defendable. I feel like this is a problem with the game mode, especially for light classes like Scouts. ====================================================== THANKS TO: Feedback & Layout: Scotch Stingray Shuriken Fragmnt TheOutpost Server Wilson DJive bob+M|M+ ====================================================== INSTALLATION: Extract the zip file to ...Steam/steamapps/$$Your Steam ID$$/team fortress 2/tf/maps Create a server with pl_vesper_b3 ====================================================== pl_vesper is ©2012 David Lohmeyer. Contact vilepickle@gmail.com for inquiries / more information. Please do not modify this map without the explicit permission of the map author. Team Fortress 2 is a registered trademark of Valve Software.