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pl_angkor_rc2 - A Mod for Team Fortress 2.

A TF2 3-stage Payload map (like Goldrush) with some CP, set in an Angkor-like theme (temple in the jungle)

PL_ANGKOR

Author : squintik (squintik at gmail dot com)

Description :

A 3-stage Payload map for Team Fortress 2
On stage 2 and 3, there's also a Capture Point to allow the cart to continue on its path.

After BLU's plane crashed in the cambodian jungle, they encountered RED team wandering around a khmer temple, so they quickly decided to just blow it up ... They'll need to bring their explosive-filled cart from their plane, to the temple entrance up to the top of the temple and drop it in the sacrifice pit !

Installation :

Just extract the .bsp to your "..\SteamApps\common\Team Fortress 2\tf\download\maps" folder.

Changelog :

RC2 :

  • added forward spawn for defense in stage C
  • some tweaks to geometry in stage A in order to break some line of sights and help a little bit more the offense
  • fixed some bugs with elevators and doors related to the capture points
  • updated visuals for lights (adding sprites and light beams)
  • fixed minor bugs with team_control_points properties (wrong hud icons, disable sounds, hiding the final CP)
  • various other minor bugs (texture alignments, clipping, etc...)

RC1 :

  • updated end of round C (some gameplay and art tweaks)
  • fixed possibility to build in round B red spawn area
  • updated clipping (fixing some places where players could leave the gameplay area)
  • fixed a rare bug (hopefully) where the round would not end after the cart fall in the final pit
  • various custom textures and models update
  • fixed some texture alignment
  • slightly decreased some timers
  • fixed cart camera

Beta 4 :

  • fixed intermediate spawn in last stage
  • fixed some minor visual stuff (fade distance, payload tracks, etc...)
  • fixed a rare bug where the payload would fall/explode at the end without the game acknowledging the cart reached the end

Beta 3 :

  • reworked end of stage A so that it's more balanced and interesting
  • some heavy rework on stage B
  • added intermediate spawn room for BLU in stage C
  • slightly reduced some distances and heights in stage C
  • tons of small changes everywhere (tweaking some covers, some new paths, etc...)
  • general visual overhaul
  • tweaked some cap/setup/rounds timers
  • small changes to the rollback zones (cart will not recede anymore after passing it entirely one time, cart slightly quicker than before when climbing these zones)
  • removed possibility to shoot stickies/rockets in some spawn rooms (when skicky/rocket jumping and shooting above wall)
  • tweaked ammo and health pickups
  • fixed lift bug on stage C
  • added a few signs
  • added missing spawn room blocker for blu spawn in stage B
  • updated overlays color under health pickups (to differenciate ammo and health pickup overlays)
  • updated clipping
  • increased waterfall extinguishing area size
  • tweaked plane to avoid some collision issues
  • various optimizations for performance and file size

Beta 2 :

  • updated layout in last section of the map to have more possibilities
  • updated lighting to avoid having too dark areas
  • fixed collision bug with the plane
  • art updates on temple buildings and structure
  • tweaked ammo and health pickups (less pickups now, transformed some big into medium pickups, ...)
  • some clipping work around doors and windows
  • updated 3d skybox
  • some optimization

Beta 1 :

  • slight gameplay layout changes for round B and C
  • added some rollback and rollforward zones
  • art pass on rounds that were still in dev textures (B and C)
  • added some new props to replace old brush details
  • added/tweaked soundscapes, HDR, fog, clipping, lighting, ...
  • fixed known bugs
  • some optimization

Alpha 4 :

  • round B and C entirely reworked
  • some optimization on round A
  • no more dark areas
  • fixed spawn room volumes and missing resupply lockers
  • fixed various bugs

Alpha 3 :

  • art pass (lighting, custom props and textures, detailing, ...) on first stage
  • tweaked layout to allow more possibilities for both teams

Alpha 2 :

  • no more stage 3 to only test first stages
  • updated layout to add more possibilies, have more coherent spaces, break some big line of sight
  • change CP mechanism on stage 2 to something more simple

Alpha 1:

  • first version with every stages and CP gameplay on stage 2 and 3

Thanks to the CanardPC community for early playtests and feedbacks !
Also thanks to DamDam for a lot of references and some useful feedbacks.

Enjoy and don't hesitate to post feedbacks ! (or even better, some source tv demos from playtests !)

  • Moysey89 avatar
    Moysey89 Joined 9y ago
    Offline
    9y
    **Pros:** - balanced well - feels like an official map! - me and my community love this payload map its one of the best custom maps out there! can't wait to see more maps from you!
    Bananite
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  • TheDaxter11 avatar
    TheDaxter11 Joined 10y ago
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    445 points Ranked 61,532nd
    9y
    this looks great it looks like something out of far cry 3 i like it
    Bananite
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  • squintik avatar
    squintik Joined 12y ago
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    249 points Ranked 77,655th
    9y
    It should be fixed for good in the latest version, which is supposed to be the final one ! (pl angkor rc1) > **Posted by Why?** > Hate to break it to you, but that bug where the payload would fall (and sometimes explode) at the end without acknowledging BLU team won is still there. Just thought you should know.
    Bananite
    URL to post:
  • Why? avatar
    Why? Joined 12y ago
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    566 points Ranked 56,269th
    9y
    Hate to break it to you, but that bug where the payload would fall (and sometimes explode) at the end without acknowledging BLU team won is still there. Just thought you should know.
    Owner of a lonely heart.
    URL to post:
  • JBEZORG avatar
    JBEZORG Joined 13y ago
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    1,614 points Ranked 25,392nd
    13 medals 1 legendary 2 rare
    • 10 years a member Medal icon
    • 3rd Place - Treasure Hunter Mapping Contest Medal icon
    • 6 years a member Medal icon
    • MiPper of the Month, August 2012 Medal icon
    • Reached 1,000 Points Medal icon
    • One month a member Medal icon
    10y
    I love this map. nice that you finish soon and they will be final. wonderful work :-). earned 10/10
    • Agree x 1
    mapper avatar
    Mantra
    mapper
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  • Gorman {dead} avatar
    Gorman {dead} Joined 10y ago
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    394 points Ranked 64,576th
    10y
    please hex those props for g-mod
    Good morning Gorman avatar
    Mantra
    Good morning Gorman
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  • chuker34 avatar
    chuker34 Joined 11y ago
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    1,150 points Ranked 28,913rd
    10y
    > **Posted by Marty Loup** > Quite honestly, this might be one of the few maps that I can actually go ahead and say 10/10 without even playing it. It just looks amazing, I barely have any words to just describe how beautiful it is. > > Can't wait to see some servers hosting this map. It has been out for quite a while....So, you may have already seen it.
    Sound modder, Bodyshot Sniper.
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  • shaken martini avatar
    shaken martini Joined 10y ago
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    432 points Ranked 62,218th
    10y
    Quite honestly, this might be one of the few maps that I can actually go ahead and say 10/10 without even playing it. It just looks amazing, I barely have any words to just describe how beautiful it is. Can't wait to see some servers hosting this map.
    quote unquote writist,
    URL to post: