Vladivostok

Martham112

L2: Junior Member
May 6, 2009
85
16
Vladivostok, Russia.

In this small industrial park, a battle is being waged over a small factory that produces ammunition. It doesn't seem like much, but with the huge amounts of ammo that both RED and BLU consume, this small place will provide a huge tactical advantage in other fronts. The battle for future battles takes place here.

Set in Russia, this map is a compact Pipeline-esque arena map with small corridors and some medium sized open areas. Gameplay gets very intense so keep an eye on your back!

This is part of the TF2 World Domination Project

Credit goes out to these wonderful wonderful people!
-The whole Swamp Team. You guys are great!
-SPHinx. Thanks for the overlays, yo!
 
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Waif

L7: Fancy Member
Mar 22, 2009
412
125
Looks like a good start, but you will need to put some lights in the playable areas.
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
More pics!

Also, lighting doesn't seem to match up with the skybox.

Good luck with the map!
 

Martham112

L2: Junior Member
May 6, 2009
85
16
Mario Moonshine: they're not trying to get a bomb to it. It's an arena map, so they're fighting over control. Whoever captures the factory, gets the factory. No explosions needed.

To everyone else, yes, the lighting is a little off. I've got enough light for it to be playable (or at least I hope I do) and the environmental light is a tad high at the moment for a night map, however, I wanted to get it out there to hopefully get a play-test or two and see what needs to be done in terms of layout.
 
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Martham112

L2: Junior Member
May 6, 2009
85
16
If anyone could run around this map for a bit and tell me what they thing, that would be amazing. I afraid I won't be able to play test it for at least a week, so any advice would be greatly appreciated for a2.
 

Cylence

L1: Registered
Sep 5, 2009
38
11
I just ran through your map. I'm liking the layout.

You might want to make the map a bit larger by adding a few more areas in-between the spawn and point. The map is a tad small as it is; this would help accommodate more players. I think the combat would start too soon as it is and, even though this map is very to traverse as a scout, it would be difficult to escape from your pursuers.

I think it might be beneficial to move the team colored side buildings and spawn back a bit to open up those little alleys with the health.

I think the areas in-between the point and orange side buildings are very well proportioned.

The interiors of the point and the team colored side buildings could be expanded a bit.

I love the vertical combat possibilities and tunnels going through the lower levels. Good luck on your further developments.
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
In the download, why have you included a materials folder?
 

Cylence

L1: Registered
Sep 5, 2009
38
11
I like your new layout. Unfortunately, I still have yet to play an actual game on it. So, my suggestions are based on imagined combat.

I like how the map gives each team a bit of time en route before they engage. I can see defensive classes being able to get into an effective position before combat begins.

The map is very ambush-friendly. I love ambushing and close combat, but the map might be too constricted for those who desire direct engagements without some pyro constantly popping out of a hidden nook :cool1:
I think you could pull the angled, colored side buildings back a lot to open up that space, maybe add a bit of cover in the middle. I would think that this would create an area where those preferring direct combat would be better suited. Perhaps even adding a nice long alley along the outside of the orange "L" buildings to give these direct combat seekers a safer route for bypassing a choke-point in exchange for a long jog. However, you probably would want the opinion of someone who is more of a direct combatant.

The bends in the outdoor staircases are just barely high enough to prevent crouch-jump short-cutting. Perhaps, reworking them or adding a few props along the bends to help scale them would be a good idea. Or, did you intend to make it more difficult to get a height advantage?

I personally like me a dark and eerie ambiance :) I don't know if the rest of the community does though. I might have to reevaluate the lighting on my own map.

I'm liking your design choices. I might be a tad biased though. Keep up the good work :thumbup1:
 
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Martham112

L2: Junior Member
May 6, 2009
85
16
Version a4 released!

What's changed?
I've removed the team coloured side buildings to open up those areas.
I've started detailing, mainly inside the tunnel below the cap point.
I've added some crates to reach the midsection of the stairs easily.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
Whats in the materials folder???
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Lights lookin' pretty sweet - but maybe add some variation (that's quite a lot of those double wall light thingies) of light sources.