WIP CP_Icestation, and introducing myself

Hyperion2

L1: Registered
Mar 26, 2008
5
0
Hey, i'm fairly new here; my roommate got me into mapping recently, i've been working on this for a few days and i'd kind of like some feedback. It's very much a WIP at this point, nowhere near playable yet. The basic premise is that it's going to be a 3-5 point map with 5 levels, stacked vertically and the assaulting team moving from top to bottom. There's a main catwalk on each level along with sets of corridors leading to ways between levels. One of the main things i need to work on is keeping/limiting jumping down to lower levels

Bottom Level (E)

Need to add cover to the catwalks, currently its too soldier/sniper friendly

Room inside corridors on Bottom Level

There's also a room for a CP down these corridors, currently has 2 different entrances, might be too confined.

Cap point on 3rd (middle) level


I intend this one to be somewhat chaotic as its in the middle of the main map area and is highly accessable, might end up being a problem though


Cap point on 4th level


This has a corridor leading from the main/middle area, one leading to an elevator from the above level and one that has yet to be added that will link to a corridor in the room in the next picture

Cover/server room, will have a corridor coming out the back of it on 4th level



Hallway on 3rd level with cool window thingy




Nowhere near valve worthy, but i'm hopeful that it'll turn out to be a decent map. I'd welcome any input that you guys have.
Thanks
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
I like the concept of up/down. Points for being different!
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Shot #4 looks a little sparse, especially with the rest of the map looking so functional.

Looks great. I like the fact it's in a location other than the southwest USA.
 

Earl

L6: Sharp Member
Dec 21, 2007
284
38
Only criticism I have is that it seems a bit dark for what TF2 was designed for.

You also might want to use light_spot instead of point lights by the fixtures in that red CP room.

I really like the cap point on the catwalk, though!
 

Satum

L1: Registered
Mar 29, 2008
1
0
Nice Work, I think that the up and down gamplay could be really nice.
It's based on the Book by Matthew reilly of the Same name if i'm not mistaken, could you be able to get the bridge to move like in the book?
 

Hyperion2

L1: Registered
Mar 26, 2008
5
0
Satum, it is indeed roughly based on the book but i didnt have the book with me when i started on the map so it's really taken some turns of its own. I've been thinking about trying to add in a scripted bridge across the catwalk. I'm not sure about doing that with the cap point on the catwalk as it could make things really crazy, might try it though.

Earl, i'm actually using a combination of light/light_spot in the red CP room at the moment but i'm probably going to emphasize the spots more. The lights are there for a glow on the floor that i haven't found a good way to get using env_sprite lightglow entities.
 

Hyperion2

L1: Registered
Mar 26, 2008
5
0


Redone D level cap room, added in quite a bit of detail and the 3rd entrance



This is taken from a corridor i added to the top floor which runs all the way around the level, with 2 passages to the catwalks, Through the window is a moving train, mostly added for detail. On the other side of this these corridors (I.E. opposite side of the level) is......




Cap room for top floor, corridors and insides need better lighting atm.



Inside of cap room, partial walls are in to prevent one sentry from being able to cover all 3 entrances.

A number of other minor details have also been added, and there is now a working 5 floor elevator with doors to keep you from falling into the shaft.
Any additional feedback would be welcome