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pl_dawns_vigil
1
#1
0 Frags +

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Note: This map has been updated and renamed to pl_vigil. The new thread is available here.
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Hi all!

Over the past few months I've been working on this single stage 4 point payload map, with the first release being made in the TF2Maps 72 Hour Winter Jam. I've iterated a few times since then, and now am looking for some feedback from the competitive community. Currently the map is still in alpha, however I hope to get it into beta if I get good feedback about it.

Download from TF2Maps

Screenshots Here

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Note: This map has been updated and renamed to pl_vigil. The new thread is available [url=http://www.teamfortress.tv/36657/pl-vigil]here.[/url]
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Hi all!

Over the past few months I've been working on this single stage 4 point payload map, with the first release being made in the TF2Maps 72 Hour Winter Jam. I've iterated a few times since then, and now am looking for some feedback from the competitive community. Currently the map is still in alpha, however I hope to get it into beta if I get good feedback about it.

[url=http://tf2maps.net/downloads/dawns-vigil.1232/download?version=4535]Download from TF2Maps[/url]

[url=http://imgur.com/a/ZjOmz]Screenshots Here[/url]
2
#2
17 Frags +

I suggest posting about this in the UGC forums, mainly because theres just more HL players there and PL isnt played in 6s, might get better feedback

I suggest posting about this in the UGC forums, mainly because theres just more HL players there and PL isnt played in 6s, might get better feedback
3
#3
6 Frags +

I've posted it in both, but thanks for the advice.

I've posted it in both, but thanks for the advice.
4
#4
2 Frags +

Has good feel for hl.

Has good feel for hl.
5
#5
5 Frags +

Update to A8!

Changelog:
- Decreased cart speed on rollback ramps
- Added more signs
- Decreased red's spawn time on 3rd and last
- Decreased time added after each capture
- Raised spot on last
- Added displacements on cliffside of last
- Added window to 3rd
- Added red dev textures to help with player direction

Download from TF2Maps

Screenshots Here

Update to A8!

Changelog:
- Decreased cart speed on rollback ramps
- Added more signs
- Decreased red's spawn time on 3rd and last
- Decreased time added after each capture
- Raised spot on last
- Added displacements on cliffside of last
- Added window to 3rd
- Added red dev textures to help with player direction

[u][url=http://tf2maps.net/downloads/dawns-vigil.1232/download?version=2763]Download from TF2Maps[/url][/u]

[u][url=http://imgur.com/a/ecXlk]Screenshots Here[/url][/u]
6
#6
4 Frags +

Update to A9!

Changelog from A8:
- Increased Red's spawn time on 3rd and 4th
- Made sentry spots on last be easier to out-range
- Added gradient to black in final death pit
- Blocked sight line on last
- Added displacements
- Added some preliminary detailing
- Added more tracks to the cart path

Download from TF2Maps

Update to A9!

Changelog from A8:
- Increased Red's spawn time on 3rd and 4th
- Made sentry spots on last be easier to out-range
- Added gradient to black in final death pit
- Blocked sight line on last
- Added displacements
- Added some preliminary detailing
- Added more tracks to the cart path

[u][url=http://tf2maps.net/downloads/dawns-vigil.1232/download?version=2808]Download from TF2Maps[/url][/u]
7
#7
4 Frags +

Update to A9A!

Changelog:
- Added more signage
- Changed visibility of a wall in blu spawn
- Completed payload track

Download from TF2Maps

Update to A9A!

Changelog:
- Added more signage
- Changed visibility of a wall in blu spawn
- Completed payload track

[url=http://tf2maps.net/downloads/dawns-vigil.1232/download?version=2821]Download from TF2Maps[/url]
8
#8
3 Frags +

Update to A9B!

Changelog:
- Put block bullets around rocks next to C (Thanks Luikuri)
- Changed health and ammo around B to give blu a bit more advantage
- Added a fence and moved ramp forward on B to help limit red's view of B from spawn
- Widened flank from tunnel to B to help out-range sentries put there
- Added more time after A and B cap

Download from TF2Maps

Update to A9B!

Changelog:
- Put block bullets around rocks next to C (Thanks Luikuri)
- Changed health and ammo around B to give blu a bit more advantage
- Added a fence and moved ramp forward on B to help limit red's view of B from spawn
- Widened flank from tunnel to B to help out-range sentries put there
- Added more time after A and B cap

[url=http://tf2maps.net/downloads/dawns-vigil.1232/download?version=2834]Download from TF2Maps[/url]
9
#9
1 Frags +

Update to A10!

Changelog:
- Added flank for blu to help gain control of the hill on B
- Added platform on A to help blu secure area

Download from TF2Maps

Update to A10!

Changelog:
- Added flank for blu to help gain control of the hill on B
- Added platform on A to help blu secure area

[url=http://tf2maps.net/downloads/dawns-vigil.1232/download?version=2854]Download from TF2Maps[/url]
10
#10
0 Frags +

Update to A10A!

Changelog:
- Added alternate door to blu's first forward spawn
- Changed some geometry around A (not game-play changing)
- Detailed hut in the first courtyard
- Added some signage around B for blu

Download from TF2Maps

Update to A10A!

Changelog:
- Added alternate door to blu's first forward spawn
- Changed some geometry around A (not game-play changing)
- Detailed hut in the first courtyard
- Added some signage around B for blu

[url=http://tf2maps.net/downloads/dawns-vigil.1232/download?version=2897]Download from TF2Maps[/url]
11
#11
0 Frags +

Update to A11!

Changelog:
- Raised height of ceiling in cave to fix being able to see through the displacements while taunting (thanks MarioFan)
- Changed sniper spot on C to make snipers more visible
- Changed placement of resupply cabinet in red's final spawn
- General bug fixes
- A bit more detailing!

Download from TF2Maps

Update to A11!

Changelog:
- Raised height of ceiling in cave to fix being able to see through the displacements while taunting (thanks MarioFan)
- Changed sniper spot on C to make snipers more visible
- Changed placement of resupply cabinet in red's final spawn
- General bug fixes
- A bit more detailing!

[u][url=http://tf2maps.net/downloads/dawns-vigil.1232/download?version=2914]Download from TF2Maps[/url][/u]
12
#12
3 Frags +

Update to A12!

Changelog:
- Blocked sightline on first by moving barn and extending wall out
- Streamlined right path for blu out of first spawn
- Raised height of walls around first
- Added new hole in wall on first
- Blocked drop-down into second tunnel before first is capped
- Moved first cap further along cart path
- Unclipped top of small building on second and added cover
- Added shutter door on front of building containing red's first spawn
- Moved ramp on third and third cap point further along cart path
- Removed part of wall on third
- Added another small wall on third to block sightline opened up by previous change
- Raised height of blu's final spawn to help prevent camping
- Removed rock outside final and replaced with building
- Reworked red's final spawn to help prevent camping
- Some more detailing

Download from TF2Maps
Screenshots Here

Update to A12!

Changelog:
- Blocked sightline on first by moving barn and extending wall out
- Streamlined right path for blu out of first spawn
- Raised height of walls around first
- Added new hole in wall on first
- Blocked drop-down into second tunnel before first is capped
- Moved first cap further along cart path
- Unclipped top of small building on second and added cover
- Added shutter door on front of building containing red's first spawn
- Moved ramp on third and third cap point further along cart path
- Removed part of wall on third
- Added another small wall on third to block sightline opened up by previous change
- Raised height of blu's final spawn to help prevent camping
- Removed rock outside final and replaced with building
- Reworked red's final spawn to help prevent camping
- Some more detailing

[url=http://tf2maps.net/downloads/dawns-vigil.1232/download?version=3162]Download from TF2Maps[/url]
[url=http://imgur.com/a/r6OhZ]Screenshots Here[/url]
13
#13
1 Frags +

Update to A13!

Changelog:
- Lowered secondary exit area of red's final spawn to negate sightline
- When 3rd is capped, red gets a 1 second respawn wave time for 10 seconds, after which they get a respawn wave time of 9 seconds (down from 10)
- Detailing around A
- General logic cleanup
- Increased size of concrete platform near C to allow teleporter placement

Download from TF2Maps
Screenshots Here

Update to A13!

Changelog:
- Lowered secondary exit area of red's final spawn to negate sightline
- When 3rd is capped, red gets a 1 second respawn wave time for 10 seconds, after which they get a respawn wave time of 9 seconds (down from 10)
- Detailing around A
- General logic cleanup
- Increased size of concrete platform near C to allow teleporter placement

[url=http://tf2maps.net/downloads/dawns-vigil.1232/download?version=3287]Download from TF2Maps[/url]
[url=http://imgur.com/a/TwevB]Screenshots Here[/url]
14
#14
0 Frags +

Are you aware that you can jump around most of the buildings on the cliff as soldier and demo? And that if you're trying to do this deliberately, it's very jarring to have to avoid invisible walls that keep you off the cliff that extend above all the fences. (It's always annoying when mapmakers put low roofs or fences in and don't let players jump on them)

Are you aware that you can jump around most of the buildings on the cliff as soldier and demo? And that if you're trying to do this deliberately, it's very jarring to have to avoid invisible walls that keep you off the cliff that extend above all the fences. (It's always annoying when mapmakers put low roofs or fences in and don't let players jump on them)
15
#15
0 Frags +

Yes I am aware. The reason that I put invis walls above all of the fences is to prevent people from being airblasted over the top of the fences. Also I don't really want people to be jumping on top of the fences (although if people really want to jump over the top of the fences, I could remove the clipping and put a push trigger on top of the fence that pushes the player off the fence onto the map - not into the deathpit)

Yes I am aware. The reason that I put invis walls above all of the fences is to prevent people from being airblasted over the top of the fences. Also I don't really want people to be jumping on top of the fences (although if people really want to jump over the top of the fences, I could remove the clipping and put a push trigger on top of the fence that pushes the player off the fence onto the map - not into the deathpit)
16
#16
0 Frags +

Doesn't upward do clip brushes that extend to the skybox? If valve do it i see no reason we can't, tbh.

Doesn't upward do clip brushes that extend to the skybox? If valve do it i see no reason we can't, tbh.
17
#17
0 Frags +

Update to A14!

Changelog:
- Increased Blu Spawn Time when attacking B and D
- Added some crates in right route from Blu Spawn to A
- Cut off the corner of the platform on C
- Added another doorway out of the room red come out of spawn into on C
- Blocked off perch point on D
- Some more detailing changes

Download from TF2Maps

EDIT: reuploaded due to metadata problem at TF2Maps

Update to A14!

Changelog:
- Increased Blu Spawn Time when attacking B and D
- Added some crates in right route from Blu Spawn to A
- Cut off the corner of the platform on C
- Added another doorway out of the room red come out of spawn into on C
- Blocked off perch point on D
- Some more detailing changes

[url=http://tf2maps.net/downloads/dawns-vigil.1232/download?version=4535]Download from TF2Maps[/url]

EDIT: reuploaded due to metadata problem at TF2Maps
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