PLR Rollout


Box art for PLR Rollout For: Team Fortress 2
Size: 11.54 MB
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Description
Transportation across the nation!
Payload Race map, utilizing a simplified TC system for map switching. This will be my entry in the tf2maps.net PLR vs CTF mapping contest.

This here is my attempt to try and rectify some of the issues I see with pipeline in particular, but also the game mode in general. Basically, pipeline is a race to destroy the same thing before the other team, but what's the advantage of you blowing it up or the other guys doing it? It's still blown up.

Beyond this is a tendency for sniper wars at long range, and an overall lack of a point for the 1st 2 rounds when the 3rd round is reached (more often than not i see a team lose the 1st two rounds, and then proceed to steamroll the 3rd round).

It goes without saying that pipeline has a tendency to be quite drawn out, and perhaps even a little boring when the carts are both near the end of their tracks. This is really a map issue in my opinion though, not a problem of the game-mode itself.

[*] [b]what rollout does is this:[/b]
- Gives you a reason for the whole race, i.e. a proper goal/objective to strive for.
- Actual notable differences/advantages for winning, rather thana paltry reward of a small start-distance boost.
- Winning that game doesn't mean you blow up your own teams spawn room (unlike pipeline, where the explosion triggers seem to have been accidentally swapped).
- Spectacular final explosions (well... that's to come later on). Force spec cam -> nice view of the entire base exploding/collapsing.

Winning a round brings the game closer to your enemy's home base, with very real differences to how the round plays depending on who wins the previous round. In other words the reward is more "mission-based" and significant than just a minor start-distance advantage.

On the flip side this means that the losing team may have minor height or setup area advantages over the winning team, which is directly related to the fact that the winners are pushing deeper into enemy territory. Of course I should note that avoiding stalemates was high on the authors agenda when designing the stages, and initial testing seems to lean towards success in this area.

On the aesthetic side of things, rollout is heavily based on the idea of distance and a battle that is larger than just one single facility. As both teams own train lines and storage facilities which will have to be controlled before the bases can be reached (by use of hijacked vehicles and trains). This of course presents me with a greater challenge of having to use 5 separate themes (one per stage/round), but I'm confident that the overall result will be worth it.

So check back from time to time. I've got the basics in place for the game, and will be taking a week off work sometime this August to get the details and textures sorted out.

This is by far my biggest mapping project yet. So wish me luck. And of course, I'm not gonna leave you without first giving you some eyecandy to enjoy:
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