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Blue team has an armoured platform for cover! Attack the Reds!
Another technical test, this time a payload style map, with a twist.
The Blue team must 'escort' a small mobile pltform that provides lots of cover from oncoming fire.
In addition to this, players on the blue team can climb up to a switch area (above the first spawn point) and deploy sentries onto the front of the platform, making Reds job that much harder.
These sentries can be destroyed, but equally they can be upgraded and maintained by engineers on Blue.
The Dreadnought has a cart dispensor on it, providing the players riding it with plenty of ammo (and health)
The Dreadnought follows a straight route through several sections, including a tunnel with drop-in holes, sniper spots and sentry platforms, letting a good Red team prepare a solid joint defence to fend off the Blue invaders. And with the added firepower from the Dreadnoughts front guns, Red team will NEED to work as a team.
The deploy sentries is cool, and I love the red spawn door.
However, you used model textures on the cart. Try to avoid textures with /model in their name. model textures turn black sometimes in lighting.
Pros: Within the map type 'Payload' it's rather original, haven't seen any other pl maps quite like it.
Cons: The atmosphere is bland, like all orange maps, it should be prohibited, really, it's not that hard to make a pretty map if you put your mind ot it.
Allthough the cart has walls moving with it, there tends to be a lot of sniper whoring still, mainly in the big tunnel where you really can't hide from anything does it really become apparent. Once I've played a round, and the attacking team simply did not reach the cart because it was too far forward in the tunnel, simply everyone was sniped before they could reach it. So I think that there should either be a bit of cover to the sides of the tunnel, or more alternate routes, a combo of that would be best though.
Improvements: Improve the atmosphere
Improve the balance
Notes: Yeah the circle door is rather cool, but becomes rather redundant because of the lack of any atmosphere elsewhere.
Pros : Very original concept. There's mainly three elements that outshines on this map :
- the dreadnought itself is a good twist to the little cart of usual payload maps, now more than one player can ride it. Quite impressive to see this massive platform coming towards you.
- upgradable sentries on the dreadnought itself is interesting and allow engineers to be very usefull on this kind of map where the team always progress, therefore making your sentry obsolete because the fight moved on. Also, triggering the deployment of sentries on the dreadnought by climbing above the spawn and waiting a bit is original.
- I LOVE the circular door opening - very creative, never had a problem with it, gives a very good "technologic" atmosphere.
- empty spaces and long walks to reach the cart, you walk straight forward and BAM*headshot ; here you go again for another run.
- I like Orange maps cause they're light and you can get the basics pretty quickly. However, considering the ambiance and mood given by the massive dreadnought, it's a loss not to dress it up.
- the final area is very hard for the blue team. The area opens itself very wide and with all the cover provided, 2 sentries far away from each other make excellent defense (an uber will get the first but not the second, leaving enough defense to prevent further progress from the BLU's. Sniper shoot the lonely runners in the back, demos drop nades over the fences and sentries finish the poor guys struggling with the dreadnought. But it's a minor complain, all you need is a good team well organised after all.
Give atmosphere to the map, transform the environment and the dreadnought itself. Watching the dreadnought, I was seeing it as a massive steam-punk machine builded by dwarves - heavy and deadly.
Valve said they wanted to add some changes in the level design of TF2 maps and the Lumberyard arena's level looks fresh. Some rocky cliffs overlooking the dreadnought track with fresh grass and trees on the top would be perfect. For the mood, lot of light on the top with open spaces, dark, rocks and dust along the dreadnought track.
Typically, it could be an ambush map with big cliffs on each side of the track. Red team could drop on the head of the dreadnought from the top of the cliff. This aspect is already implemented on the mid section with drop-in holes. Several covered wood bridges crossing from one cliff to another could make some nice spots for red defense and faster access for blu deployment once the dreadnought is far away.
To change the long sniper alley, maybe keep the same length for the track but instead turn it into a U shape. The Blue team will be able to reach the cart much faster once it's gone further away. Therefore, cliffs with bridges over would make sense.
Pros: GREAT CONCEPT!! Hope you make some other maps like this. I I like the way you have to deploy SG's. I run this map on my server ~~~ REAPERS HOUSE OF PAIN ~~~ and people really like the map.
Cons: Just that Im getting alittle video lag. I run everything on my video care very high. I run a Geforece 8800 768 Vudeo Card. I dont get it with other payload maps. Was wondering if you could optimiize the map.
Improvements: none other than noted above