Current version: Alpha28
Welcome to Payload Eruption! After 8 months in development hopefully it would be worth the wait.
What I made here was what i thought mercenary park would look like when valve announched the jungle themed update and also I had some really specific goals with this map that i wanted to accomplish with this map.
I wanted the first area to be on a beach , the second on a cave , the third somewhere inside jungle and the last inside the volcano.
I didn’t want to add any buildings in this map. Not a single one. It was really hard believe me.
-I wanted the path that the payload takes to do a circular motion around the volcano. Something like Upward.
- and finally I wanted the whole thing to take place on a jungle island.
I think i did a pretty good job so far and I am looking forward to seeing how the map plays.
I am curious to see where the map goes and what you guys think. Feel free to reach out to me, give me feedback and suggestions.
TF2Maps download page: https://tf2maps.net/downloads/pl_eruption.7963/
In today’s pugs, feedback I heard a lot was:
1- the ammo (and health) seems out of the way/hard to find on this map
2- there is a hold on last, from red’s perspective on the top left, that is very strong and near impossible to break since it’s close to spawn and also watches everything.
consider upward, where the only holds that are that easily accessible from spawn are distanced from the cap and players on cart are shielded from people holding there, for example from the crates. Therefore a much stronger hold is in Tiles, which is not very easy to reach from spawn.
i think last could be much better if that hold wasn’t as safe or it wasn’t as easy to spam cart/players on the ground from there, while the hold across was strong as usual.
The second waterfall hold is really janky to push because they only have to watch one angle and they are comparatively very safe, especially the medic, and have high ground and can watch everything.
This could be fixed in two ways IMO. One is to straight up remove the waterfall area as far as gameplay is concerned, walling it off with glass. This essentially forces defense to play in a passive position, though, so idk how good it is - others may have better input. The other way could be to link the left area to the waterfall - this would force players holding in that position to watch two angles with less safety, allowing flank to play more on that point.
Also, in general I feel like players have to commit too hard to 2nd to cap it, maybe because the point is really far back. I’m not entirely sure how big of a problem this is or how it could be fixed, though. Maybe making the stream under the waterfall less deep and moving point into it?
In this update Eruption got remade from scratch. Those are the reasons:
➤ Reworked the map in such a way that super long sightlines are not a thing anymore.
➤The water got removed for competitive
➤Tried to improve the flow of the map
➤The map is no longer super open and wide thus the fights will happen in certain locations now.
➤Every location of the map has a purpose now. I didnt put it just for decoration or such.
➤In order to use the highground you have to earn it first.
➤Snipers will have to rotate now (especially on last to take advantage of the sightlines.
➤The set up areas are much more obvious now.
➤Added more cover and areas to hide ( that should help with the uber pushes)
➤Some paths now have obstacles up in the air that deny players from high bombing
➤The map got simplified overall. It’s easier to understand where you’re going now
➤Added more hp/ammo packs around the map.
➤Made sure that the map would be much brighter now.
➤ Now the first point is a straight line similar to badwater/upward
I decided to go with this approach so A and C can feel more different from eachother this way.
➤Point A was completely remade from scratch. It doesnt look anything like the one that came before. The focus was on the ways to attack and where to setup predominately.
➤The idea of the old second point still remains here which means that I kept the waterfall and the cave theme.
➤Now the cart follows ‘The flank’ path that goes underneath the waterfall instead of right in front of it. That should allow classes like pyro,demoman,heavy and soldier to shine more.
➤Point C remains pretty much the same, I reworked the areas around the point though.
➤Added a fallback zone for the cart and also the point got pushed back.
➤The rounded design was kept.
➤Both Red and Blu have the equal highground now.
➤Blu’s high ground is much more restricted though.
➤Red’s highground was designed in such a way that forces snipers to rotate so as to have a clear sight of the enemy.
➤Replaced the vent flank with an actual room now. The idea is that blu can choose this route to attack red’s highground but in order to do that they will have to be completely dedicated to this route and also to spend 10 secs or so walking around it.
I would like to thank:
And more specifically:
➤Vibeisveryo and Dwaggy
For their help and feedback. Those guys playtested eruption in their servers multiple times and were able to provide so much feedback.
This map is long, but it feels fast. I like it.
The only “problem” is that the spawns are not close to the action at all. Especially on defense, but I guess that’s why it makes the map so fast for offense. A lot of punishment for dying on defense, which is why I put the word problem in quotations.
Overall, I’d give this map an Anthony Fantano 8/10.
I desperately want to get into the crate in BLU spawn.
On vigil, it is tradition for good luck to take the whole team and hide in the box when discussing the strategies for the half. On eruption… This is impossible, effectively making pushing that much harder. More importantly however… I wanna go in the box.
For those that don’t know, this is the box on eruption:
You’ll notice, it is the same box prop as vigil with one major exception; I can’t go in it… and I wanna go in the box.
My proposal is simple, let me go in the box. This can be done in multiple ways, removing the clipping on the rail line in the box, removing the rail line, or making the box slightly larger. I personally prefer the first option but any of them will work if I end up in the box.
Now, some people may have arguments against this, allow me to quickly address them.
Maps need their own identity and shouldn’t be reusing things other maps are known for.
This is a valid point however I would like to argue that having some form of joke, gag or other morale boosting activity is needed within a competitive game or really any video game in general. Would TF2 be as popular today without its silly moments? I don’t think so. Team Fortress 2 is a game that takes itself in a way nobody would consider seriously, and the community tends to follow that tone. Highlander and competitive are often considered more serious than your standard casual play but often people do not remember the big moments of top-level plays, they remember the little moments they had with their friends. One of those moments is gathering the whole team together in vigil BLU spawn and talking about the game. It’s also worth noting that I wanna go in the box.
Having the rails in the box allows the map to better fit its theme and atmosphere.
I fully agree with this one, I do not want the rails removed from the box. That is my least favorite of the options listed above, however, I would like it’s clipping removed… because I wanna go in the box.
but upward and swiftwater don’t have boxes the BLU team can go into!
Well upward last is historically awful to push and swiftwater has the longest map times out of any of the payload maps in competitive. I wonder why those are both true… However, I don’t want to trash other competitive maps, I’d rather build the maps better. Let’s add a box to BLU spawn on both of those maps too. This shouldn’t be too difficult. Even easier since Upward already has the Refresh versions so a new update wouldn’t be a surprise. Alternatively, one of these two maps is likely to be swapped out next season anyway, add the box to the other map. The reasoning behind adding it to other maps is quite simple; I wanna go in the box.
In season 9 I made and played for a team called Clip Art. We were terrible, just the worst team in the challenger at the time. (There was one other team we had competing for that title, but they died in the middle of the upward week match, so we won in the end.) The last week of the season we played steel, as is tradition. We had only won a single game so far that entire season and it was because the other team died in the middle of the match and players left the game before it was over. The other team was guaranteed playoffs at this point and our pyro couldn’t even play that weekend anyway. I reached out to him and asked if we could ring a friend of ours and he said, “you could literally ring all of KND and I wouldn’t care.” Anyway, we lost, pretty handedly, they even off classed the entire time. Luckily before this happened, me and most of my team gathered on A, stood on one of the barrels, and I shot it. We all fell into the barrel and just… sat there… waiting… The round started, players rushed our way, and we traded entirely. We lost everyone that was in the barrel, but I was laughing so extremely hard the entire time. This is one of my most treasured moments within tf2 and since they have removed those barrels from the map within the refresh versions. The players from that team have mostly moved on with their lives, only a few have played competitively since then. I will never be able to relive this moment now that the barrel is gone. This stupid little moment within an utter defeat is the thing I remember most fondly within my years of playing the game and it is completely lost to time. The box on vigil and hopefully soon the box on eruption is such a small little thing, but it’s a small little thing that the team does together… and that’s the most important part. It’s also important that I wanna to go in the box.
Gaming is not a solo experience. While often you are playing alone, the entire experience is not contained. Your life, your beliefs, your friends, the events that have shaped you, they all play a role in that experience. A simple game can mean wildly different things to you as someone with an entirely different life. The box itself is not inherently a social thing, it’s the actions of those who noticed the detail of the box that turned it into something special. While my want to go into the box may appear simple, it’s the want for that social connection with those I have chosen to dedicate an entire season’s worth of tf2 to that matters most. I don’t just wanna go in the box… I wanna go in the box… with my team.