- Jun 23, 2009
- 66
- 42
This is my entry for the CTF contest. A desert map where RED and BLU fight over the ownership of their once collaborative aqueduct. Made to try and work both with 6 vs 6 play, and normal server play.
My main idea with this map was to try and get a turbine-like schemed map, with a main battle area and two main pathways towards the intelligence.
The aesthetic design is meant to be largely wasteland-like, with the aqueduct providing a stark contrast and creating some soft shadows while also providing a source of obstacles and objects to add variation to the battle area. The rest of the map shall also accompany this with a mostly desolate, broken and run down look.
The inspiration to sue the aqueduct came curiously enough, out of looking out of my window, and seeing the tip of one across some distant rooftops.
Perhaps the greatest gimmick of this map, is the small hole under the main buildings of each team. This, coupled with the area surrounding the intel, is a try on avoiding the creation of any sentries near the intel. Due to this topography, pretty much any sentry added near the intel can be sniped from the middle area, by a sniper which positions himself behind the cover, on the side of the enemy team. The cover will be modified in future versions to have holes and cracks along its surface, thus preventing sniper wars to happen from one side of the map to the other. The difference of height between the middle play area and the intel area prevents snipers from sniping from back in the safety of their base.
This map also features a big quantity of props and brushes spread across its main battle area, thus creating a great variation of the battle height and adding a good dynamic for demoman and soldiers. The aqueduct can be jumped over, but due to its slippery surface, cannot be landed on.
Issues with which I am most displeased:
Planned changes for a3:
Thanks:
My main idea with this map was to try and get a turbine-like schemed map, with a main battle area and two main pathways towards the intelligence.
The aesthetic design is meant to be largely wasteland-like, with the aqueduct providing a stark contrast and creating some soft shadows while also providing a source of obstacles and objects to add variation to the battle area. The rest of the map shall also accompany this with a mostly desolate, broken and run down look.
The inspiration to sue the aqueduct came curiously enough, out of looking out of my window, and seeing the tip of one across some distant rooftops.
Perhaps the greatest gimmick of this map, is the small hole under the main buildings of each team. This, coupled with the area surrounding the intel, is a try on avoiding the creation of any sentries near the intel. Due to this topography, pretty much any sentry added near the intel can be sniped from the middle area, by a sniper which positions himself behind the cover, on the side of the enemy team. The cover will be modified in future versions to have holes and cracks along its surface, thus preventing sniper wars to happen from one side of the map to the other. The difference of height between the middle play area and the intel area prevents snipers from sniping from back in the safety of their base.
This map also features a big quantity of props and brushes spread across its main battle area, thus creating a great variation of the battle height and adding a good dynamic for demoman and soldiers. The aqueduct can be jumped over, but due to its slippery surface, cannot be landed on.
Issues with which I am most displeased:
- The left pathway towards the intel. It is full of twists and turns, and although its travel time seems proper, I'm not completely happy with it. I am however waiting for some evaluation after some playtests.
- The right pathway might still be adjusted in terms of general width.
Planned changes for a3:
- Awaiting playtesting.
Thanks:
Last edited: