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pl_mill_b5

A Map for Team Fortress 2

Beta 5 of a 3 cap payload in the alpine style

Map name: pl_mill Author: Infectedfury Description: A 3-stage Payload map for Team Fortress 2 in the alpine style of lumberyard note: map is designed for up to 24 players any more and map may be unbalanced Version history: --Beta 5-- large detail pass improved lighting objects now self shadow one way doors now have no entry signs cap 1-- modified walk way and door to the left of cap 1 moved door of middle building to be easier for blue. made door only open when cap 1 has been claimed removed wall that cover the door. side room at one way door now has a window with opening that over looks the rock need red spawn added pile of wood that can be climbed next to red spawn. expanded red sniper deck and cap zone. cap 2-- small wall added in the mill removed hole on over pass after cap cap 3-- expanded air vents so red can uses only when the 1st cap has been taken but cannot use when 2nd cap has been taken added new red spawn room when cap 1 has been taken. cap is close to battlements and air vents new side room near 2nd cap more cover added to final cap expanded side room at final cap platform under water drop you can rocket, sticky or triple jump out --Beta 4-- cap 1-- wall added to the top of blues main spawn moved over pass on cap 1-2 back and a bit lower removed metal from over pass added more hp to cap 1-2 removed bottom exit under overpass added a one way door for blue on overpass more signs added more cover to side rooms on 1-2 cap 2 -- moved side door of the mill back modified cover and ramp near door added 2 new ways up to side room of cap 2-2 cap 3-- added air vent system for blue to flank cp 3-1 and 3-2 misc detail added and more sounds --Beta 3-- ---no public release--- changed the balcony out side blues main spawn to be an in closed room with windows increased width of underground tunnel in cap 1 added side room to underground tunnel added two way door to tunnel added more cover to cap 1-2 misc bug and clipping fix more detail -- Beta 2 -- added more lighting. fixed bug where payload would not go back in some places. stage 1 -2 increased size 2 rooms to make for better for blue engineers added new metal to expanded room added more cover to stage 1 - 2 the start of stage 2-1 has some changes fixed bug where engineers could build under some doorways explosion at the end has been improved (you should like this) -- Beta 1 -- First release

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Posts

  • 9y
    resp24 avatar
    resp24 Joined 10y ago
    Offline
    Great map =)

    10

    Bananite
  • 9y
    CaffeinePowered avatar
    CaffeinePowered Joined 10y ago
    Offline
    2,594 points Ranked 1902nd
    Well, to elaborate, once red got a gun up on the platform to the right of the bridge, it was very hard to push through when combined with spam and knock back from things like the FaN and air blast, the way the cart passes through before the bridge over the moat is quite narrow., and the stairs past this don't give much of a way around either. Blue managed to push through most of the first parts of the map with out any large hangups. But we got stopped cold on the last point. I don't think the teams were horribly unbalanced or we might not have even gotten that far. The biggest things that held blue up I think were the distance you needed to go (even with the shortcut door), the sewers being a one way trip, and spawn timers. I can only comment on how the playtest that we did went, and if others have been going the other way, its probably a good indication that you might not need to change much. Id be glad to do another play test if you'd like to come out instead of trading messages, PM me if you're interested.

    8.7

    mmm....coffee
  • 9y
    infectedfury avatar
    infectedfury Joined 10y ago
    Offline
    403 points Ranked 11211th
    Posted by CaffeinePowered Pros: Good layout and design, nice detailing work with textures and models as well. Performs well across all machines and is for the most part well balanced. Cons: The choke points on the final point are extremely tough to get through, the end part of the map is overall fairly narrow and difficult for attackers to push through. Improvements: I think the solution to the last point would be tweaked spawn timers, and maybe another side route around the far back. The sewer entrance didn't really help much, especially against a SG that was farther up in the nook on the right as you go in, if that gun stayed up in a 12v12, there's no way blue is going to push in.
    I'm sorry but this review isn't that helpful, it actually sounds more like you had a bad team when you played though as most of this hasn't been a problem. and the last point isn't meant to be easy to take. also from most stats that Ive seen with this map blue now has around a 75% chance of winning. next time could you go a bit more in depth so i know if it is something that needs fixing.
  • 9y
    CaffeinePowered avatar
    CaffeinePowered Joined 10y ago
    Offline
    2,594 points Ranked 1902nd
    Pros: Good layout and design, nice detailing work with textures and models as well. Performs well across all machines and is for the most part well balanced. Cons: The choke points on the final point are extremely tough to get through, the end part of the map is overall fairly narrow and difficult for attackers to push through. Improvements: I think the solution to the last point would be tweaked spawn timers, and maybe another side route around the far back. The sewer entrance didn't really help much, especially against a SG that was farther up in the nook on the right as you go in, if that gun stayed up in a 12v12, there's no way blue is going to push in. Notes: brbuninstalling.com custom map night 24 man play test Nice work, look forward to future revisions

    8.7

    mmm....coffee
  • 9y
    NeverWasNobody avatar
    NeverWasNobody Joined 11y ago
    Offline
    5,783 points Ranked 830th
    Second screen made me lol
    erased
  • 9y
    I just played it today i i have to say i had the most fun on this map yet, i played all three stages twice. it worked great and was a great improvement from b4. I haven't found anything to complaint about yet except balance but i didnt notice any problems from today since blu won all 6 rounds each stage twice. We had alot of choke points but we managed in the very end. I also have to say the explosion is great at the end. I love how the wall blows apart and the floor so you can see right down to the water. Great map this is getting closer to a release candidate (but your not off the hook and done yet) and when finished she be considered to be the next official map. Bu
    Um
  • 9y
    Found few graphical bugs. Floating sign at second cap, stage 1. To early disapearing tracks at the begining of 3 stage. Lightnig and textures are better now. God job keep making maps :)
    Bananite
  • 9y
    This looks great, thanks for keeping up on this map. I will report back when i test it out a bit. I am looking forward to it.
    Um

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Credits

Key Authors
infectedfury
map maker

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infectedfury avatar
infectedfury Joined 10y ago
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403 points Ranked 11211th

infectedfury
Creator
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Category

Details

Version
5.0

Attributes

Miscellaneous
Players
24
Development State
Beta

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Stats

  • 3,510 Downloads
  • 10,496 Views
  • 8 Posts
  • 9y Submitted
  • 9y Modified

Scores

78 bScore
9.3 Rating
8.7 Critic

2 voters

1 critic

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