[Contest entry] pl_tikka (AKA Tikka Canyon)

Feb 14, 2008
1,051
931
It's not a real place, but I like the name.

So... here's pl_tikka so far, I've only done the area around the first cap so far...

Overhead:
2918611190_492daef4fa.jpg


Some of the canyon (no 3D skybox as yet):
2918611504_9fa1047924.jpg


And more photos here: http://www.flickr.com/photos/30879772@N03/sets/72157607782928016/
 
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Shadow Scythe

L2: Junior Member
Aug 8, 2008
51
0
I like what you've done with th look of the canyons in that second picture there. Keep it up.
 
Feb 14, 2008
1,051
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Looks very square/blocky.

I constructed it that way, to keep it neater, I've tried to make it as curvy as possible... I think it works... I dunno, perhaps it'll look better when I add the 3d skybox.
 
Feb 14, 2008
1,051
931
That's kind of sort of what I'm aiming for. Thanks.

I also made this overlay, what do you think? (It's a big overscaled on that screen)
2918482893_8a43ceb20b_o.jpg
 
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Inqwel

L6: Sharp Member
Jun 2, 2008
308
59
Nice. "Have Fun Dying!" at the end, right? Hard to read the last word.
 

Bun

L1: Registered
Aug 2, 2008
32
1
This looks great, I'll suggest add some parts where you open it up alittle more, the road seems so narrow. ^^
Also, love that overlay, good work. ;)
 
Feb 14, 2008
1,051
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"Welcome to Tikka Canyon. Have fun dying!" is what it says, so yeah. Ironically, that font is called CutyFrutty.

Yeah, this is only the first cap point area. I plan to have each cap focused around a different style of gameplay. This point is based around a narrow path through a canyon. The next one will be in an open crater-like area. The third will be through a sort of ravine, with battles going on either side of the cart, which gets escorted through a narrow ravine. The final cap will then be built around a sort of Gold Rush style chokepoint/indoorsy mine area. At least that's the plan.
 
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Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
You need an alternate exit out of the BLU Spawn, like Valve did with Badwater and Goldrush. They did that to prevent full spam walls on the one exit, where the BLU team has little to no chance of attacking.
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
A good rule of thumb is 3. 3 exits to a spawn, 3 entrances from one area to another, and so on. You'll notice that this is usually, though not always, the case with valve maps. It is also important to make them distinct enough that they can't be controlled by 1 or 2 snipers/sgs
 
Feb 14, 2008
1,051
931
There are 2 spawn exits already, although I guess I didn't illustrate that well enough.
 
Feb 14, 2008
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So here's some stuff I've done recently, the second cap area will be a largish lake area with the cart being pushed through a rise in the middle, while battles rage below. I've tried to block off snipers here with lots of rocks. Rocks are good :)

So, here's some screens (I've still got to add some displacements in some places, and the bottom right area is not done at all on the birds eye view):

2937979687_8fdf506259_o.jpg


2937980205_fa26ce15d9_o.jpg


I don't know about adding buildings yet, I'll have to think about it.