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Map name: pl_cranetop
Author: Cybris (cybris at onlinequilt.net)
Description: A 3-stage Payload map for Team Fortress 2
Technology: Standard textures and models, some extra textures
Last CP has the wrong color during 5 seconds of setup time. Probably Unfixable (it's a fake CP).
The Bomb doesn't go back down from the last tower. Fixable with a complicated entity setup.
-- Beta 8 --
Fixed grayscale issue by deleting the color correction entity
Fixed monorail cart passing over ducked players
Fixed getting stuck on the large girders in stage 3
Fixed some bad displacements
Fixed getting stuck behind the barrels in the round room in stage 2
Fixed a hole in the upper floor of stage 3
Fixed the custom chalkboard texture showing up in other maps
Added small side rooms at stage 2 cap 2 to defuse that chokepoint
Added a small tunnel between stage 3 rocket room and the upstairs area
Added a bit more cover from snipers in stage 3
Remade the stairs that lead to the rocket tower
Used a different cart switching method for stage 3
More performance improvements for stage 3
-- Beta 7 --
Fixed grayscale display on map restart after stage 3 BLU win
Fixed the cart moving backwards too fast
Allowed more time for the server to change carts to eliminate the floating bomb bug
Moved stage 2 last cp a bit. Should be easier to capture now
Added entrances to stage 2 last cp room from the air vent area
Deleted the electric transformer room in stage 3 because the route was redundant
Deleted a redundant entrace to stage 3 from the BLU side
Slightly shortened the stage 3 mining tunnel
Added a bit of cover to RED spawn 3 so not everyone gets sniped when exiting the spawn room
Changed the area under the rocket room a bit, providing some space to hide spies or teleporters
For visual feedback the monorail cart is now destroyed when the crane picks up the bomb
Lots of performance improvements for the last room
-- Beta 6 --
Rotated the rocket tower and shortened stage 3 track
Enlarged the fenced area in the volcano
Readded steps to the upper ramp in stage 3 rocket dome
Reconstructed the upper stage 3 right side room with more cover
Added a room and two small tunnels to stage 3, deleted dropdown vent
Added another CP to stage 3 - it's fake (8 is max), but works mostly like a real one
Added more cover to stage 3 volcano dome side entrances
Moved the BLU blackboard so that it actually gets read
Fixed a faulty one-way door and added "Dead end" signs in stage 3
Fixed getting stuck on the cart at the switch to the monorail
Fixed invisible stairs being solid in stage 2 sewers
Fixed faulty stairs in stage 1 wooden warehouse
Fixed a small spot from where you could jump over the RED spawn wall
Converted some func_details to displacements or world brushes to free entities
-- Beta 5 --
Brutally reduced the number of entities to avoid "ED_Alloc: no free edicts"
-- Beta 4 --
Added a third stage
Added a mission briefing with text and screenshots
Added in-game instructions on crane operation via chalk boards
Lowered spawn times except on last CPs of the stages
Redesigned and enlarged back entrance room and back door to stage 2
Enlarged small steps in the entrance hall at CP 6
Enlarged small sewers at stage 2 RED spawn and added more signage
Enlarged RED spawn exit area on stage 1 and added some detail and a wall
Slightly moved stage 1 tracks so players can get between the cart and RED spawn
Added even more clips to doors, stairs and railings
Fixed getting stuck below the warehouse
Fixed dead end sewer pipes not being black
Fixed more occurences of getting stuck when being pushed by the payload
Changed some stairs to props
Made a number of optical changes
-- Beta 3 --
Fixed engineers being able to block spawn exits with teleporters
Fixed cart going past CP A3 without capping
Fixed bomb not dissappearing when it explodes
Fixed BLU spawn class-changing zone not extending to doors
Added more clips to doors
Added cubemaps for the office area
Added another plank to the bend
Added glow to most lights
Made sewer pipes easier to enter
Moved a blue arrow sign that was slightly misleading
Made a number of optical changes
-- Beta 2 --
Fixed cubemap problem by uploading the correct file this time ;-)
Added Hydro-style arrows
Added railings to the crane ramps
Reduced respawn times
Added some cover to the tunnel leading underground
Moved spawn points away from the door in stage 2 RED spawn
Added health and ammo to the small watchtower
Closed redundant wooden warehouse access
Added a board to the crate stack at the big bend
Moved CP A3 so that noone can get pushed through the blast door
Added more clips to prevent sticky door frames
Added a trigger_push under the payload touchdown zone
The crane fence now dissappears on capture
Fixed players getting stuck on the payload
Fixed stickies not bouncing off the payload
Fixed stickies not bouncing off the setup doors
Fixed cameras not looking at the correct CP
Fixed being able to stand on the fence at the large watchtower
Fixed beaing able to sticky jump on top of the milk building
Fixed visualizer textures
Fixed incorrect CP names
Compiled with HDR and built HDR cubemaps
Made the lights brighter
Made a number of optical changes
-- Beta 1 --
The idea of needing to capture a control point before being able to push the payload cart is a very interesting idea. I encountered a bug where the cart would not lower unless I got off the point and got back on.
The last point being the bomb gets put onto a monorail cart and that the final cap also repeated the control point capture really made this a unique Payload/CP hybrid.
One thing I would criticize is that the final capture point should not have to make you sacrifice yourself to capture it. I would change the map so the point is far enough to be safe from the explosion. But yeah, it's honestly a map Valve would have added back in 2010 and some players would have probably liked it.
Pros: Awesom map, just played it on a full server, had me thinking 'did valve make this map?' very good feels to it and most importantly great gameplay.
Cons: Stages 1 and 2 (mainly 2) can be confusing the first few play throughs, and stage 2 gives the impression and feel it is the final stage.
Improvements: This map is dam near perfect
Notes: Perfect length, love the bomb transitions and a professional feel to the map. great work, keep it up :)
The main thing I have noticed is a lot of people on blue stage one never ever notice the underground (far faster and superior) tunnels to their left, no matter how much I spam their existence.
Is there some way to start some people staring straight at them? Or to label them "UNDERGROUND TUNNELS, TAKE ME!" If blue fails to perform on this point it is almost always due to missing this fact.
Great map B8 IS fun.
I think you should add some better signs or something because people just never know where to go and sometimes that's the only reason why we lose sometimes.
I dont no why the maps not that complicated if you play it a few times i have memorized it.
Otherwise great just some balance issues but i will play more and tell you where these issues are.
Hey, Your map is by far my favorite custom map, it is now in the rotation on all slaughterhouse servers. Thanks a lot for making it.
The only big issue still facing it is once a team gets very good at cranetop, they will quickly learn to make their first order of business a rush behind enemy lines, to spawncamp. Today on every stage, a team of 3 blu pyros and 3 medics ran around and pinned the team in the base long enough that engineers could begin building level three sentries, and heavies could just line up outside to lay down suppressing fire. Everyone was heavy and trying to get out to no avail, ragequits abound.
The map Needs multiple protected spawn exits (like blu gets at stage 1) and the ability to spawn without being in the line of fire. It's no fun to not get out of spawn for a round.
I love the map though, its so complex, every time I play I find a new great spot to try out.