WiP in WiP, post your screenshots!

soylent robot

L420: High Member
May 26, 2009
499
394
all the space themed maps ive seen so far are just too damn bright and clean for tf2's rundown homemade beat up feel

Granary and thundermountain are the only examples of maps i can think of that have more than 2 cp's and progress fundamentally with wood, and even granary has concrete and metal structures.

I see your point about wood progression, and now Thunder Mountain makes me think its a bad idea, because i dont personally like that map. its the same dull yellowish wood all the way through. Given that each of its areas arent really connected like they are on goldrush, the three stages might as well be three seperate maps.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Thunder Mountain uses a lot of metal, actually. Wood too but a lot of metal.

Yea, it does, i was just trying to think of an official map that has a lot of wood at the finalé that might warrant/excuse another map doing the same. But i think the point that it's a bad idea still stands.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,101
6,597
Hightower has very little prgression, but you'll notice that the hightowers themselves are mostly metal, even the red one, which is right next to a largely red wood building. Even just setting the hole and ramp in concrete would look nice.

Thundermountain's final, (which i personally feel works better considered as its own map) is entirely wood. To an EXTENT, i think it sort of works, since the tower is a dramatic landmark in itself. However, with, say, goldrush, setting the final building in wood wouldn't work, cos the finale is dull as distcahwater, shape-wise.

Frostfell NEEDS this visual cue, because the finale is, well, a ramp and a hole.
 
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xzzy

aa
Jan 30, 2010
815
531
Never played it. I also couldn't find any results by searching it (on both TF2maps.com and Google).

Is it a space-themed granary map? haha

That's one way of putting it.

(It's granary with a UFO that sucks people into space when the center control point is captured)

I'm not sure where to download it anymore, it was part of a goofy theme pack of Halloween maps a few years back. It's probably still available on the penny arcade server, PMAvers never throws anything away.
 

Yacan1

D I G I T A L I N F L U E N C E R
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Nov 7, 2010
411
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py8jd.jpg
not sure what to do with this.
 

soylent robot

L420: High Member
May 26, 2009
499
394
Thundermountain's final, (which i personally feel works better considered as its own map) is entirely wood. To an EXTENT, i think it sort of works, since the tower is a dramatic landmark in itself. However, with, say, goldrush, setting the final building in wood wouldn't work, cos the finale is dull as distcahwater, shape-wise.

i really wish theyd get around to making an official map of ThunderMountain's final point by itself. It'd be a cool map on its own, somewhat like gravelpit, but playing it after slogging through TM's two previous stages ruins the mood for me.
 

tyler

aa
Sep 11, 2013
5,102
4,621
BulletCrops is kinda noisy outside of itself, but with all BulletCrops materials it isn't so bad. Noticeably more detailed than, say, Dustbowl, but not abhorrent.
 
Mar 20, 2012
391
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Dog-loaf house. Lol.

My chief concern is not so much how busy the house is, but how simple and small. I'm not sure if you're planning to create a map out of this (judging from the medium ammo pack by the chimney, I assume so?), but the house isn't really designed for play (or, for that matter, looks aesthetically interesting, either).

My advice is to give the house a bit more than just four dimensions and play around with the materials of the house. Just googling "stone house" brings a wide assortment of different inspirations. For example, the combination of stone and wood has always been a favorite of mine:

http://cdn.furniturefashion.com/image/2009/04/house with Stone Veneer.jpg

For playability, the interior needs to be large enough that explosions don't pin players on ceilings or walls.

Try to design your buildings as if you were an architect: each room has a purpose and the structure was created for some reason (otherwise, it wouldn't exist!). Do this, and I promise you that you won't come away with a two-story 512 by 512 hammer unit house.
 

Yacan1

D I G I T A L I N F L U E N C E R
aa
Nov 7, 2010
411
793
Dog-loaf house. Lol.

My chief concern is not so much how busy the house -yadadada

OK well, I'd first like to point out that I said I do not have an idea of what I should use it in, it's an old picture I just wanted some words on. I'm never going to put it into an actually map since suburban maps never work out too well. Also, I am studying architecture. I know just about every design, I enjoy detail work because it lets me do stuff like this and not worry about gameplay things. I might try housing maps later but most likely not. Thank you for the interesting feed back, I'm probably not going to use it, but thank you anyway.
 
Mar 20, 2012
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Well, I gave gameplay advice because you set up a "B" flag and had an ammo pack - those are gameplay-type entities. I wasn't trying to insult your ability or anything.

I gave you my words on it. I felt it was simplistic, square and small for actual gameplay. There was no way for me to tell otherwise that you didn't want gameplay feedback, as you didn't indicate "not using this for a map."

I only gave my opinion from what I saw (which, funny enough, is also from an architecture student).

Last thing: don't quote me and then change my words as if I'm blabbering. You don't have to like the feedback, but don't equate my opinion to nonsense.