pl_frontier

A Map for Team Fortress 2

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Frontier is a single-stage payload map with 4 control points.

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.

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  • Dudeb avatar
    Dudeb Joined 9y ago
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    8y
    CONGRATS AT GETTING THIS MAP OFFICIAL!
    Bananite
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  • Tapp avatar
    Tapp Joined 10y ago
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    491 points Ranked 45215th
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    I would definately play this map a lot more if it was better optimised. Are you sure you're making full use of areaportals and occluders? Are there any problems with the visleafs that you haven't checked out fully? I don't know why but this map lags a lot more than valve maps.
    Last nightmare had film grain.
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  • DayShadow94 avatar
    DayShadow94 Joined 10y ago
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    Posted by 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 ;)
    well thanx cuz i play here all the time
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  • Angry_Squirrel avatar
    Angry_Squirrel Joined 11y ago
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    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!
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  • kankle king M.D. avatar
    kankle king M.D. Joined 11y ago
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    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
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  • asdfghjkllkjhgfdsa avatar
    asdfghjkllkjhgfdsa Joined 11y ago
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    12,325 points Ranked 444th
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    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.
    asdfghjkl
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  • Xevious1 avatar
    Xevious1 Joined 10y ago
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    Pros: great detail Cons: end part kinda lags Improvements: none Notes: awesome
    Bananite
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  • Fazer2 avatar
    Fazer2 Joined 10y ago
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    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
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  • magster1914 avatar
    magster1914 Joined 11y ago
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    I just played it and loved it to bad my ping kicked me out of the server(100ping kick SUCKS)
    the crimson king
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  • Arthurp avatar
    Arthurp Joined 11y ago
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    232 points Ranked 53095th
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    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
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Credits

Key Authors
MangyCarface
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Arhurt
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MangyCarface Joined 11y ago
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MangyCarface
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Development Info

Notes
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.

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