CP_Alleyway

Shovel-Head

L1: Registered
Jan 22, 2013
14
6
Since I don't actually have the map ready to play, and I'm still learning the basics of hammer, I wanted to get feedback for the idea for the map itself before I fuck it up.
Image after the spoiler tags
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I really liked Kong King, and thought that TF2 needs more urban environments, and I thought I'd incorporate my love of Art Deco architecture in this map.

Blu's area is more of a dilapidated "slum" housing area, implying that it has been abandoned and in disrepair for awhile. Cracking concrete, rusted cars, and crumbling buildings are hallmarks of this area.

Red's area is new and shiny, a well kept, modern building used for some purpose I haven't decided yet. Complete with Neon "RED" sign.

Blu starts diagonally away from the point and has a few dimly lit alleyways to sneak through, this would make the area difficult (if not impossible) to spawncamp. And it makes Blu's actions less predictable, as they could run straight, flank left, or flank right. The building near the center, overlooking the point is a good spot for snipers.

Red starts on the second floor of the building (in a spot I haven't figured out), and can go out to the upper balcony, or out through the bottom (left, right, mid). The upper balcony is probably where most snipers will go, and to balance that out I would put the neon "RED" sign behind them, so they would silhouette on it and be very visible.

I'd like some feedback on this, because I'm sure there are some design issues that need worked out that I can't see.
 

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
It's kind of hard to tell what I'm looking at from that image - it might be worth spending a day or two blocking out the plan in really basic brushes. Get an idea of scale from decompiled valve maps, draw some measurements on your plan, and block it out as quick as you can.
 

Shovel-Head

L1: Registered
Jan 22, 2013
14
6
It's kind of hard to tell what I'm looking at from that image - it might be worth spending a day or two blocking out the plan in really basic brushes. Get an idea of scale from decompiled valve maps, draw some measurements on your plan, and block it out as quick as you can.

'Kay, I'll attempt to do that, but I'll hold you guys responsible for whatever atrocities come out of it! :p
 

Egan

aa
Feb 14, 2010
1,375
1,721
Judging by the size of the cars in comparison to the alleyways, those are some long-ass boring-ass pathways. I also tried making a hong kong-themed map but the tests showed that the lanes that made up the map were really flat, long, and boring. So somehow you should fill those up or make them more interesting. Look at kong king, the map uses a giant bus and walkways that go above the road, and the road itself bends in the middle, and there are only two roads. With this map, where you have 5 long roads, I'm gonna predict that those might be a bit bland.