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I hope this map will be added one day.
connect 104.223.92.98:19011
Will take some time to learn the map but it will be fun.
Changelog from pl_rocketravine_b5 to b6
*1. Added bot support will full nav mesh.
*2. Fixed door on upper level of BLU's second spawn, which wouldn't unlock until BLU made it up the hill. This now unlocks with the spawn room as it should.
*3. Added some more player clips to potentially "sticky" geometry.
*4. Added a stairwell & metal/health room nearby D for easier access to platforms from the control point area.
*5. Removed one of the ladders near D that was kind of in the way.
*6. Moved a few props around.
*7. To reduce fall damage, added an opening in the railing in the balcony that the shorter set of tubes leads to after point C.
*8. Split up the large metal/ammo box by point D into two medium ones, one outside and around the corner and one inside the stairwell sideroom.
I chose to use the rocket from sd_doomsday since it was equipped with animations. The older team-colored rocket model is much larger and without any animations or associated fx, which would be much harder to work with. However, reskinning the rocket to feature red colors instead of yellow isn't out of the question, thank you for the suggestion!
Actually, I see you meant BLU's second spawn now, which is what I guess you meant by BLU's first "forward" spawn. Sorry for the confusion. Yes, thank you for pointing this out to me. The door trigger was accidentally left disabled until BLU makes their way up the hill (this is the way it was in a previous version, and forgot to update it). This will be fixed up in the next version.
@Hippo
I used nature/water_coast02. Also, because of the bug that ICS reported I think I will probably be releasing the next version to fix that up and include bot support. This will probably be out within the next few days (tomorrow seems likely).
I'm aware of the movement on ladders is wonky, but from testing so far they haven't had a negative impact on gameplay yet that I can see. The ladders & tubes are bit expiremental additions at the moment, and I may look for ways to improve their functionality based on player feedback. Sorry that it isn't the kind of map for your server. This map's layout was organized in the style of other custom longform payload maps I'm a fan of, like cashworks, swiftwater, and cranetop. (19 sec avg walk time for BLU, a little under 10 sec avg walk time for RED to get from their respective spawns to the control points, without teleporters, obviously). Depending on player feedback I may make layout changes to make walk times even shorter, but I'm pretty happy with it at the moment. I have no plans for making a new map at this time as I am still developing this one.
Thanks for the feedback! Not sure what you are talking about with the doors. All the doors have unique names and are fully functional as far as I can tell. The grate-doors on the upper level all open once setup time is complete, and don't close after that until the next round begins. So I'm not sure what you mean by "people couldn't get out of the base through upper door and vice versa." You'll have to describe that in more detail for me to be able to look into it.
The TF2Maps.net server is usually pretty populated when they are hosting events, but pretty empty otherwise. I'm not sure about other heavily populated servers of ther than the one I mentioned since (-TN-) Payload Rotation is one of the few servers I play on.
@Hippo:
No worries! A new version will come out once I have had sufficient feedback from this version. However, I'm actually working on the nav now and can release that file seperately as soon as its finished, just remember when the new version comes out (which will include the nav embeded with the bsp) to delete the old .nav file. Won't take too long to get that done.
You surely put a lot of work to this map and it has nice ideas but it's not something that i as a server owner would run on regularely. We tested this map and some of the routes are really long way to forward lines and the map is quite large. Perhaps your next map will be something better. Good luck!
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Thanks for the help, Lucky
This would be a perfect addition, cause there is to little Payload maps
Woah!
I thought i've never seen the day.