bump
A couple of days after the release of this mod, I began to work on a project I dubbed "Core Conversions." The goal was to take certain maps in core and change them to be compatible with payload. My end goal was to get at least one map from each game into the pack. Unfortunately, I took a lot of trips and ultimately lost the time and motivation to work on it. I still got five maps fixed up for the mode, though, so I figured I'd drop them here. All five function perfectly normally in payload.
The maps are: MM1GUT, MM2HEA, MM3SHA, MM4DUS and MM5CHA. The maps were chosen to explore the different types of ways payload can be played.
Grab Core Conversions from TSPG here! Mapcodes are the normal code with an E at the end (Example: MM1GUTE).
While I no longer want to work on this, I'd be more than happy to pass the torch to anyone who wants to add on. A few things to note:
-The maps are changed in a way to create spawn rooms/bases for each team, something that the CTF maps ultimately lacked. This is to create consistency when attacking, as a defender won't spawn behind the cart. If you plan to make new maps, try to cluster the spawns together and section them off to make everyone's lives a little easier.
-In quite a few instances, I cut off routes and changed others to create a more balanced payload path. It's generally a good idea to make sure the map's flow is changed to accommodate a single path instead of the existing deathmatch flow.
-I started working on this before the new version and never changed it to reflect, so timer values on the checkpoints remain unchanged. The checkpoint distance is balanced around the default time gain.
-Minimal attention was paid to weapon/item layouts, with the only exceptions being huge offenders like defenders getting exclusive access to Atomic Fire.
-Pathing may look a little clunky on a couple of the maps, but the payload gets to the end just fine.
tl;dr made core maps into payload maps