TBot Alpha Lurker Posts: 89 Joined: Jul 2008 |
12-13-2008, 10:51 AM
I've been working on this map for a good few weeks now, so I decided to show it you all. It is an attack/defend map, with the blue team attacking and the red team defending as usual.
The map is based around the idea that the red team have only one respawn room in the center of the map, so to keep the action focused, the rest of the map wraps around the central buildings. I've completed the first capture point, but what I want right now is some feedback before I go much further. The map will not be made out of dev textures when it's finished, they are merely placeholders, as I am planning to put a lot more detail in once I've got the gameplay sorted. Slightly old screenshots: http://i199.photobucket.com/albums/aa73/...-17-75.png http://i199.photobucket.com/albums/aa73/...-40-13.png http://i199.photobucket.com/albums/aa73/...-51-64.png http://i199.photobucket.com/albums/aa73/...-15-64.png http://i199.photobucket.com/albums/aa73/...-23-25.png http://i199.photobucket.com/albums/aa73/...-58-52.png http://i199.photobucket.com/albums/aa73/...-13-60.png http://i199.photobucket.com/albums/aa73/...-23-04.png More recent screenshots: http://i199.photobucket.com/albums/aa73/...-21-45.png http://i199.photobucket.com/albums/aa73/...-40-56.png http://i199.photobucket.com/albums/aa73/...-54-28.png http://i199.photobucket.com/albums/aa73/...-59-35.png The first control point is currently playable, and I've made a working respawn room for each team. Download for the latest build of the map. I'd appreciate it if someone could have a run around in it for a few minutes or so to get a feel for it. The screenshots don't really show the layout very well. The last uploaded version of my last TF2 mapping project, cp_SAS. I gave up on SAS a while ago, since I got ahead of myself with all the detailing and so forth, then some of you pointed out gameplay issues such as how cramped and/or confusing the map would be to navigate, so I scrapped it. This is just here so you can have a look at how far I got with it, if you want. So yes, comments and criticisms and all the rest are welcome.
(This post was last modified: 12-13-2008, 04:11 PM by TBot Alpha.)
|
||
|
JoKeRRRRRRRRRRRRRRRRRRRRR Lurker Posts: 472 Joined: Jun 2008 |
12-13-2008, 11:30 AM
I'll run around it a bit
|
||
|
Fail Medic Actually made of WIN Posts: 1,523 Joined: Mar 2008 |
12-13-2008, 12:32 PM
Will give it a spin after I eat a spot of oatmeal and toast.
|
||
|
CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
12-13-2008, 01:37 PM
Looks good, we can throw this up for testing on TF Tuesdays
 Sig by Joel |
||
|
Radio Raheem BRB, Posting Posts: 1,306 Joined: Aug 2008 |
12-13-2008, 02:48 PM
I'm assuming this isn't a snipe fest like most orange maps right?
|
||
|
TBot Alpha Lurker Posts: 89 Joined: Jul 2008 |
12-13-2008, 03:36 PM
(12-13-2008, 01:37 PM)CaffeinePowered link Wrote: Looks good, we can throw this up for testing on TF Tuesdays There's not really enough map there to playtest right now. Once I've got the second point in, it'll be ready to go. (12-13-2008, 02:48 PM)Radio Raheem link Wrote: I'm assuming this isn't a snipe fest like most orange maps right? It's an orange map now, but I'm going to texture it later. I'm hoping it won't be a snipe fest, but I can't tell for sure until it's been playtested a bit. Also, to everyone else, is there anything that looks like it needs changing right now? Like health and ammo placement, capture point timers, cover placement, etc.
(This post was last modified: 12-22-2008, 11:16 AM by TBot Alpha.)
|
||
|
Fail Medic Actually made of WIN Posts: 1,523 Joined: Mar 2008 |
12-13-2008, 03:52 PM
I found the exit that overlooks that control point from upstairs (with the cover wall by the door), and it's just an easy jump across and down to cap. I don't know what to suggest, but it just seems... too close. (shrugs) Dunno.
|
||
|
TBot Alpha Lurker Posts: 89 Joined: Jul 2008 |
12-13-2008, 04:13 PM
(12-13-2008, 03:52 PM)Fail link Wrote: I found the exit that overlooks that control point from upstairs (with the cover wall by the door), and it's just an easy jump across and down to cap. I don't know what to suggest, but it just seems... too close. (shrugs) Dunno. Possible solutions: Remove the doorway entirely, and just leave a wall there. Turn the door into a window. Remove the little ledge so it's a bit harder to jump across to the CP. |
||
|
JoKeRRRRRRRRRRRRRRRRRRRRR Lurker Posts: 472 Joined: Jun 2008 |
12-13-2008, 07:22 PM
Seems good. Some worries though.
The exit that overlooks the point will probably give RED a really hard time defending, unless they have good Snipers. The Sniper nest you provided is perfect. If you get rid of the BLU exit that leads to the upper thing then the Sniper nest would be pointless. I suggest getting rid of the wall that provides cover for the BLU exit. That way BLU would have to take a risk in using the exit and encourages them to use the front exits. Also, I'm worried this will give BLU a big advantage. Also, putting a centerpiece in the yard at the first cap would look cool and make the game more dynamic. |
||
|
TBot Alpha Lurker Posts: 89 Joined: Jul 2008 |
12-14-2008, 07:02 AM
I've lowered the wall so that players would have to crouch behind it to get any cover, and I put a small canopy over the exit to try and avoid players being instantly head-shotted as soon as they turn the corner in the tunnel.
http://i199.photobucket.com/albums/aa73/...-29-11.png I think it gives that exit a sufficient level of risk now. I'm not sure how having that tunnel would give BLU an unfair advantage. I'd have thought it'd give players a reason to use that exit after the first point has been capped, as it's slightly quicker than havng to jump up onto the boxes around the dumper truck in the next area. Care to explain? ???
(This post was last modified: 12-14-2008, 07:51 AM by TBot Alpha.)
|
||
|
JoKeRRRRRRRRRRRRRRRRRRRRR Lurker Posts: 472 Joined: Jun 2008 |
12-14-2008, 06:44 PM
(12-14-2008, 07:02 AM)TBot Alpha link Wrote: I'm not sure how having that tunnel would give BLU an unfair advantage. I'd have thought it'd give players a reason to use that exit after the first point has been capped, as it's slightly quicker than havng to jump up onto the boxes around the dumper truck in the next area. Care to explain? ??? It adds another avenue for BLU to use to take the first point and makes RED have to worry about another path. I just think this makes RED's job a lot harder. I wasn't thinking about its use after the first point being capped. Solution: Add a door there to open after the first point has been capped? |
||
|
Eschatos Jack Thompson Fan Club Member Posts: 4,447 Joined: Mar 2008 |
12-15-2008, 12:25 PM
(12-13-2008, 04:13 PM)TBot Alpha link Wrote: [quote author=Fail link=topic=1973.msg55192#msg55192 date=1229201564] Possible solutions: Remove the doorway entirely, and just leave a wall there. Turn the door into a window. Remove the little ledge so it's a bit harder to jump across to the CP. [/quote] Add indestructible sentries. |
||
|
TBot Alpha Lurker Posts: 89 Joined: Jul 2008 |
12-15-2008, 01:28 PM
I liked the door idea, so I added it.Â
(Ignore the wooden thing above it, that was just a test trigger I was using to open the door.) And Eschatos, I'd rather not use pre-built engie buildings. |
||
|
|