Achievement_Idle_Pool

Tinker

aa
Oct 30, 2008
672
334
I like how achievement_idle maps make for pretty silly but creative maps all over the place, simply because there is no gameplay.

Also makes for less to comment on, though. Are some of those bricks half-life textures? You shouldn't use them in a TF2 map.
 

Urban

aa
Jul 27, 2009
212
352
Or that animated gator by Treythepunk kid. That would look cool in the pool.
 

Whated

L2: Junior Member
Jul 23, 2010
89
26
If I would want to idle! It would definetly be this map! Just replace all the hl2 textures is there is one! I just love the layout! :)
 

Nathan Quake

L1: Registered
May 8, 2010
33
9
Reminds me of the days when DeathCat haunted the achievement maps. Good days...
Anyways, I like the tiles on the walls and the pillars etc. Very nice. Can't wait to see it finished!
 

Hastur

L1: Registered
Jul 30, 2010
39
3
Pretty friggin' sweet. Vaguely reminds me of achievement_all...

Is it gonna be team-colored, or just blue tiled?
 

Terwonick

L6: Sharp Member
Aug 25, 2010
278
190
he was referencing this picture:

pools-closed.jpg
 

Crunkatog

L1: Registered
Oct 11, 2010
2
3
I downloaded this map and took a run through with most classes. It looks a lot of fun for idling and certain achievements like Plan B and Krazy Ivan. As for idling, I am not sure if it had a way to automatically ensure you slowly die and respawn without supervision. Perhaps have people spawn ONTO the diving boards, which then have a slider motion that drops the player into the deep end automatically.
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Off topic: Anyone else think this would be GREAT if you just slap a control point in the deep end and call it Koth Pool? :D

To make it easier to defend, open the second story gallery in a few limited areas, so snipers have one or two loft areas to snipe from. (Neither side should have full sniper coverage of the point). A ramp or stairs from spawn shower to battlement gallery should help move people to where they need to go.

To make it easier to attack, enable the ladders and diving boards, or just one or two of them. Play around with having all the diving boards automatically drop players into the pool, or having some drop and others not, and having one or two with buildable platforms for tele exit or mini sentry.

Consider playing with the nonbuild areas inside the swimming pool so that it is possible to build buildings in it, say in the shallow end, but very difficult to keep them up. If the point is in the deep end, keep the deep end nonbuild as it is already. This is so that a team cannot build a dispenser close to the point, which will revive several controlling players indefinitely and make it nearly impossible for the offense to retake the point. Any buildings built must lie well outside the capture zone.

Make the point cap quickly enough to keep people from drowning while capping, especially if few players are in the map. But balance the difficulty of defending the point against the need to come up for air.

Put health and ammo packs in appropriate places inside the pool, along the sides of the pool, in the bleachers, the galleries, and near the diving boards.

Lastly, signage to direct swimmers back to spawn since the entire pool building is tiled in a lovely but neutral blue-gray. Other signs may be necessary as well:

NO HORSEPLAY IN OR NEAR THE POOL.
NO RUNNING NEAR THE POOL.
FIRST AID KIT (posted over large health kit near wall)
NO LIFEGUARD ON DUTY (posted over fake life ring)
PLEASE KEEP OUR POOL SANITARY (picture of jarate with a red X across it)