I am currently working on a TF2 payload map. The track is completely laid and the path for the payload cart to follow is lined up over the track. The map has capture points and spawn points, but terrain is just beginning to be laid. It is a 3-point payload map with the majority of the track making its way uphill. It has sweeping left and right turns, which will be littered with small buildings and platforms to hide in. The straightaways shouldn't be as much of a problem to defend/attack, but the biggest issue will be getting the cart around the corners. Corners are always pinch points and this map has its fair share.
I like pinch points and areas of high action just as much as the next guy, but if they occur too close to the spawn areas for Blu or red, it makes it difficult to balance the situation for wins via skill. Teams end up turtling, tempers flare, and servers empty. No one wants that. Gotta be careful about that.
Track Progress - The top of the grid is towards the end of the map. The bottom of the grid is what is the middle of the track, just after the first capture point.
Track Progress - This is actually the finished layout of the track so far. It has tracks, path nodes set for the payload to follow, capture points and a final terminal point with an explosion animation on delivery of the cart.
I think it is important that maps use every inch of the space mappers give it. Players don't use areas if they don't have to or it has no perk to using it. I played a payload map a while back that looked very nice but there was very little use of the areas of the map away from the track. Think about the Valve maps. You use every inch of ctf_2fort, don't you? pl_hoodoo? cp_steel? I think that concept works. How that will affect the way this map plays, we'll see.
I'll be posting here intermittently when I work on the map. Enjoy the ride!






