-  [Home] [WT

[Return]
Posting mode: Reply
Name
Email
Subject   (reply to 1043)
Message
BB Codes
Captcha
File
[]
Password  (for post and file deletion)
  • Supported file types are: DOC, DOCX, GIF, JPG, MP3, PNG, RTF, SWF, TXT
  • Maximum file size allowed is 1000 KB.
  • Images greater than 200x200 pixels will be thumbnailed.
  • Read the rules and FAQ before posting.
  • Currently 387 unique user posts. View Catalog

  • Blotter updated: 2013-05-24 Show/Hide Show All

File 133294530934.png - (162.42KB , 1026x777 , CTF_JAIL PLANS 3intelends.png )
1043 No. 1043
This board seems to be dead all the time but this is worth a shot if anyone can throw in advice.

I'm making a map. It's for my college FMP. Probably a bigger load than I should be trying to handle by myself in a ten week span but as long as I have something that will impress some old dude who doesn't know shit about video-games by then, I'm cool.

Game type is CTF, the image to your left is one side of a symmetrical map. Obviously I didn't measure and draw it very precisely. Certain bits I need to fix in the final plan. (Example, making the top landing of the staircase come under the actual door.)

I have two more diagrams to post after but, basically, I want to know if you see any flaws or if it seems to complicated or too easy or if a certain class would struggle with it... fooooor example, I made the upper spawn's exits go down so Engies can't turtle near the Intel. (I plan to make sure the hole is low enough to avoid fall damage, and make it a one-way exit so jumping classes can't return up there.) I think Engies have it too easy on CTF maps, particularly 2fort and Turbine.

If you're curious, the visual theme I'm going for is an abandoned prison. One of the other two images is of a tunnel dug out under it from past attempting escapees. The other has some random squares where I plan to put aesthetic locked cells. The plans I have are more for the technical side, I'm working on concept art this week.
Expand all images
>> No. 1044
File 133294551732.png - (143.81KB , 1026x777 , CTF_JAIL PLANS 3tunnels.png )
1044
The tunnels underneath go in a figure 8 and link to the bottom of each staircase. I didn't want it to be a copy of 2fort obviously, so instead of a single possible path there are a few. Setting a Level 3 sentry in the centre would cover the length of the tunnel but not the stairways.
>> No. 1045
File 133294633287.png - (440.33KB , 2035x887 , CTF_JAIL PLANS.png )
1045
This was the earliest image I made and fits into the centre of the first image I posted.

I scrapped the square design for the bottom floor as well as the platforms (but not the upper walkways). Right now it's a two-L3 Sentry wide area with nothing in it... I wish to change that but haven't quite decided how to. The room I planned to be a sort of cafeteria so I could potentially use tables and chairs as makeshift blockades.

As for the upper floor... the bottom exit of the vents I've also scrapped, you can see they are now just one-way paths into the Intel room. The centre door on either side goes to the room under the upper spawn. Otherwise I haven't made any changes.

One of the ideas behind the map as a whole was being able to go down more easily than being able to go up. Try to take the vent and can't? Go through the center door. Sentry there? jump down and try to make it up the staircase by heading through the underground tunnel.

I also just realized I missed a part in the first diagram-- in the lower spawn there's supposed to be a ramp to get up to the catwalks in the largest room. I need to redo these plans from scratch accurately but I'd like to get other pairs of eyes on this before I go through the trouble.
>> No. 1046
This sounds really cool. I like the idea and esthetically I think it sounds beautiful. So, prepare yourself for some keyboard diarrhea on my part.

Of course, what I think of immediately is, the basement is like Double Cross with a main battle area of Turbine.

My one arguement with this is that it appears to be very "tunnel" based. It might be that the areas will be wider in the actual map.

The central fighting area is the only real "open" space and the holes to the lower level look a bit perilous to me without having a relatively simple way to get back up, like a staircase.

I think the central fighting area should have more nooks and crannies in it like in Turbine, or have the area bigger to avoid one Engineer destroy the other team. Even an engineer with a wrangler could probably do a lot of damage with no places to hide except underneath a ramp.
>> No. 1048
>>1046
The plans are extremely not to-scale... (My terribleness, how is anyone supposed to read my mind?) The central lower floor I planned to have 2 sentry diameters wide (and thus the straight part of the tunnel too) so it would be basically useless to place an unwrangled sentry there at all unless it was right in front of the enemy door. However, I agree there shouldn't be just a plain, flat room. A Wrangler-user could fuck things up pretty bad. Although it is also possible to bypass the room entirely.

De-squaring the lower central floor might help to start, thanks for making me think of doing so.

I might be derping out a bit right now and shouldn't be replying. It's 3AM and my friends are spamming me with pony porn. If I failed to think this through, this is my disclaimer for that... I'll look at this in the morning and fix it with a sound attention span if need be...
>> No. 1049
>>1048
That makes sense. If it fits with the aesthetic, you could have some "strategically" placed crates or something. I'm gonna be excited to see this. Also, if you get it working, try asking Kumori or someone else to run it on a surver.

Just a small idea- if there was small tunnel that lead to the intelligence, that would be really interesting, mainly because having a single choke point to the intel room leads to a heck of a lot of camping, especially when it's that close to the spawn.
>> No. 1050
>>1049
There's a 'vent' running from the center upper room to the intel room. Unfortunately there is only one way out atm, I think adding a second way in/out would be a good idea... I'll have to think about it but maybe to a midway landing of the staircase or the largest area, along the catwalk maybe. I could also add boxes or another semi-climbable feature to the vent to make it a sort of if-you-have-the-time-to-climb-into-it escape... Hm.

I plan to run bots on it during my exhibit and run it on my own server later for people I know to test-drive her when it's ready to see action. I don't want to throw it out into the public until I'm confident it'll work decently. I also want to see it in the Workshop-- if that's even allowed, I've only seen one map in there, the Skyrim one that will never get anywhere-- so I don't really want to let everyone and their mother download it, if that makes sense. I know map stamps are basically donation-based anyway, but. (Lookit me, aiming for the fucking sky.)

You've been a real help mulling this over, thank you. I'll have to redraw accurate plans with these suggestions asap.
>> No. 1054
>>1050

No problem

You could try a map community, they might be able to give you super critique.
http://tf2maps.net/

I think you can post maps to workshop but I think it's less popular, like placing taunts into workshop, just because it's so much more work for something that may not be implemented at all into game.

After all, there are dedicated servers for testing new maps out thre.
>> No. 1055
>>1054

Oh, perhaps a little obvious but still important, add directional arrows. That can be so useful for direction especially on a new map.


Delete Post []
Password  
Report Post
Reason