Gameplay Dimension
pl_Industry also breaks the mould for payload maps in
its gameplay.
There are two "normal" payload map types. First
is a "single stage payload", such as Badwater, in which the attacking team pushes the
bomb along a railroad track past 3 checkpoints to a final bomb objective checkpoint (where
the bomb blows up with an earth-shattering and very satisfying KABLOOIE...!). Second is a "multi-stage payload", which is the
same thing, except broken up into 3 mini-stages. Think of
Goldrush (see the image below). Now the attacking
team pushes the payload past 2 or 3 checkpoints in the first stage,
2 or 3 in the second, and 2 or 3 in the third, with the
explosion - the ultimate objective - only occurring at the very last
checkpoint. (Meanwhile, of course, in both map-types the defenders are trying to stop
the attackers.) The map curls in a "C" or "U" shape, to maximize the
amount of gameplay you can get out of its square real estate.
pl_Goldrush
To the right is a map of Goldrush,
the first payload map. It is a three-part multi-stage map.
Only one stage may be played at a time. (Click to expand.) |
 |
What I did in pl_Industry was make a larger, 7
checkpoint single-stage map. So basically it is a multi-stage map
(like Goldrush) that runs in a single-stage (like Badwater). I did
this for two reasons:
First, the multi-stage payload (like Goldrush,
above) is basically the
same thing as the single-stage one, except there is this interim
set-up period between stages. I know Valve did this
because a multi-stage map is large, and it takes a long time to push
the payload past all those checkpoints. But after all, the whole
point is to get to that final explosion. If you're really into
getting to that ultimate objective, breaking it up into 3 stages
probably makes the entire journey even longer than if they
were
kept together. You have to wait through the round end period and
next-stage set-up period three times instead of only once, to get to
that big BOOM!
Second, by taking what is a multi-stage payload
and opening up the entire map as a playing area, I think it makes
the map more interesting, strategically. You can put in avenues of
approach to the objectives that are unconventional. You can build in
longer bypasses and so on to get around roadblocks.
This ability to bypass I believe is important. Many payload
maps now seem to have been designed with a deathmatch mentality.
They are narrow areas. The
bypasses there are are short. That's great for deathmatch.
Problem is payload, I think, is a much more strategic, team-oriented
game-type. You have this big objective which gradually is pushed
along, both teams knowing where it is at all times and thus able to
converge on it from different directions. Thus experienced TF2
players on the defence know all the nooks and crannies of these
narrow approaches, know where to set up the sentries that make it
impossible for this highly visible payload to move forward, know
where to demo spam, to snipe and so on, and can pretty easily impede
progress of the payload.
In the
map of Goldrush,
shown above, the blue areas are the playable spaces (grey is
unreachable scenery). The coloured hotspots, as of this writing,
represent accumulated deaths - places players have been killed
in game, with the red zones the densest concentration of
kills. You can see that right after Stage 1-1 there is an
incredible hotspot - many players have died here. This point on the map is very very hard to
get past. It's a log jam.
Thus payload maps, as they're designed now,
are a frustrating series of sacrifice plays: players leap
forward, kamikaze-style; nudge the payload an inch;
immediately die; wait; and do it all over again. Or gameplay quickly descends into deathmatch,
players simply giving up on developing the teamwork and strategy
to move the payload forward, and instead just racking up
personal kills. In either case, the attackers usually lose (since the
defenders win by default), and later stages of the map are, in a
sense, wasted. (Notice how few kills there are on Stages 2 and
3? Not as much play happens there.)
Now the game loses its original
focus: that of an attacking team working together to move an objective relentlessly
forward, and of a defending team trying to come to terms with that
strategic reality of this shifting, unpredictable assault and use
its own teamwork to counter it.
You can see this in Valve's own statistics
about wins and losses. Below is a link to a chart that (as of this writing)
notes the percentage of wins of Blu and Red.
Notice the three payload maps on this chart - Goldrush,
Badwater
and Hoodoo. In all three cases, the attackers (Blue) lose much more
often than the defenders (Red).
Round Wins By Team
To the right is a chart, by Valve, showing
the percentage of teams wins, per round (stats as of this
writing). |
 |
In the military it is well-known that defence is easier than attack. If you are going to
assault an objective, strategic rule-of-thumb says you need to have 3 times as many
troops as the defenders to ensure success (2 to 1 is a maybe
win; 1 to 1, forget it). This is why the troops were bogged
down in the trenches of WW1. Keeping this in mind, remember
that Payload is a game type that is very team oriented, because the entire focus of both
teams is on a single objective, one that is much like the
frontline of a battle, ebbing and flowing.
But what if we took, say, Goldrush, and
opened up the entire map as a single-stage map. Sure, it's a lot
bigger, but now, we can put in bypasses to enable the attacking team
to get the payload past these logjams and free things up.
Hypothetical Single-Stage pl_Goldrush
What a single-stage version of Goldrush
could be like. The blue arrows are avenues we can build in
for the attackers to get around defender sentry bunkers. |
 |
This is the philosophy behind pl_Industry.
It's a single-stage map of multi-stage size, with a network of
central bypasses
which the attacking team can use as a shortcut to bypass any
roadblocks the defenders have thrown up. It spirals upward - the
payload moving through a factory, and up successive levels,
ultimately to the factory's rooftop.
(A technical note: TF2's technology won't permit
more than 5 capture points on a single-stage payload map. Therefore
I decided to put in only 4 actual capture points [A2, B2, C2
and the bomb objective of D], along with 3 "semi-caps" [A1, B1 and
C1]. These latter points act like full caps - extend the attacker's
time limit and prevent the payload from rolling any further back -
but they aren't official ones - players don't get points for
capturing them.)
Overview of
pl_Industry
Top level view of pl_Industry and the
payload bomb path. (Click to expand.) |
 |
In addition to the
official bomb path - which moves mainly through large open spaces,
along a longer path, gradually rising - there is a secondary network
of bypasses: a series of narrow maintenance halls and rapidly rising
stairways that help the Red attackers get to the official bomb path
in several different ways in order to outflank any defences that Blu
may have set up. Blu may counter-attack its way into this network -
but these secondary bypasses are more built to favour Red moving up
them. There are forward, secondary Red spawns as well - so Red
players frequently spawn near the fighting.
Strategy Map of
pl_Industry
Schematic outline of the network of bypasses
for Red to outflank the bomb path. Blu may counter-attack
these bypasses. |
 |
A Red Bypass
3D view of a core bypass for Red: from the main Red Spawn
up to rear of the Office. Secondary Red Spawns are forward;
other bypasses branch off. |
 |
These longish attacker bypasses pl_Industry's are more conducive to strategic team play - but you have to commit
to a longer movement time before you get into contact with the
enemy. What I am hoping is that, with more space and approach
avenues to play with, both teams are going to talk to each other
more and plan out what they're trying to do, and the experience will
take payload in a slightly different direction.
So these longer movement times (particularly for
the attacking team) is a gamble on my part, as a large
multiplayer map risks alienating players: they get lost in a maze
whose logic is not immediately clear (as it is with shorter
bypasses), or they don't like paying the short term price of having
to move longer.
To accommodate this, I put in many
directional signs to keep players from getting lost.
I also provided a space just outside each spawn room which
the enemy cannot get into, and in which there is a small area of
cover (like a nook) where a couple teleporter
entrances can be built, safe from cherrypicking spies, but not safe
from, say, demos or soldiers.
This means each team is better able to make use
of teleporters, advancing their
reinforcements rapidly to more unpredictable places, leading to more
strategically interesting and varied situations over each playing of
this map. Not the same old chokepoints bogging the payload down each
time. The game is more about positional strategic warfare now. And
that means teamwork.
So if players will stick it out and learn
this map, I feel they will come to appreciate that it will present a
much more strategically fluid situation each time it's played, and
give a lot of replayability. In other words, I think the map may
move faster after all, as the players trade in frustrating repeated
deaths in the narrow confines of a map like Goldrush for the ability
to move and outflank more, their investment paying off when they can
move the payload more rapidly with less resistance.
In the military they have a saying about urban
combat: "Slow is smooth, smooth is fast." It's paradoxical, but
that's the experience I'm trying to yield for players through
pl_Industry. The opportunity to not only outfight, but to
outthink...
Next: The Release...
(Download
map...)
|
|