Diamond Head

Martham112

L2: Junior Member
May 6, 2009
85
16
Diamond Head, Hawaii.

RED is using the volcano to power several of it's "secret" operations. This volcano, although inactive, can still produce several million dollars worth of power every week. BLU realized this and must put an end to their advantage power-wise and economically. Capture the outer building and the cavern first, then make your way to the generator area. Be careful to not fall in!

Capture Point A is very height centric. I'm sure it will be both fun and quite hard to capture.
Capture Point B is inside a cavern, therefore is quite dark. Hopefully not too dark.
Capture Point C is almost a mix of the two. Not so vertically styled as A, but rather, a lot more open than both of the other two points.



This is my second map for the TF2 World Server Rotation Project . That's right! Two maps in the same project at the same time!

Wish me luck.

Thanks to Shmitz for the lava texture.
 
Last edited:

tehn

L2: Junior Member
Oct 16, 2009
55
10
I do say, I like A a lot.
B seems like it will create a spam palooza, but yet can't be sure till game play testing.
I would like to see how C plays out.

goood luck :D
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Looks fun as hell. I'm thinking of joining the WSR Project, it's an interesting idea.
 

Martham112

L2: Junior Member
May 6, 2009
85
16
After running around it a couple of times myself, I've thought about adding a path from A to B directly. Not sure how it will fit in though. I think I've got the scaling a little wrong. Let's wait until the test on Friday to see if I have eh?
 

Martham112

L2: Junior Member
May 6, 2009
85
16
So feedback from gameday.

Overall I got the feelings of:
"Too Small!"
"Too Dark!"
"B is too democampable!"
"There's no route from A to B!"

Was there anything else?
 

Tinker

aa
Oct 30, 2008
672
334
No, that's basically is. I honestly like how you designed the points, but it feels like you're running in a miniature map instead of a real one. Also, be sure that not EVERY door is campable by a single demo at once :)
 

Martham112

L2: Junior Member
May 6, 2009
85
16
Well my plans are to remake B almost completely. It should maintain a similar layout, with the cap point in the corner on a block thing with the sign, but the rest will be changed. Especially the spawn exit. That created a lot of problems as blatantly obvious by everyone who played it.

I also plan to open up a little more space on the ground at A and perhaps make the cap zone a little larger.

C will remain largely unchanged apart from the addition of a staircase to reach the upper floor and the balcony from the C area.

A question to all the people who played, was the dark at B just too dark, or was it still playable? I want it to be a dark area due to the lack of natural light in there, but I don't want it so dark that it's not playable. Perhaps I should add some natural light in the way of some holes in the ceiling.
 

Tinker

aa
Oct 30, 2008
672
334
It was playable, because the lightspots were in the good places, but holes in the ceiling aren't a bad idea to make it slightly easier to see.
 

Martham112

L2: Junior Member
May 6, 2009
85
16
A release of a2 has happened!

Check the screenshots for the main thing of this update, a brand new B area! I didn't change the images of anywhere else, due to the changes being small and insignificant. I hope the new B point actually makes the map more playable before and less demospammy. We'll see how it goes.