- Dec 11, 2009
- 29
- 24
I've been a bit busy with some other projects recently but I'm trying to get back into the groove of doing TF2 conceptart and I'm going back to an idea that I've left sit for a while.
PL_Quarry
Personally, as a career spy/soldier a lot of standard TF2 maps really are just too confined and flat, and comes down to a sheer 'just keep firing until we can push past the chokepoint' scenario. Although I understand the reason for this in keeping players focused on the objective, but at the same time I really would like to try and make a well-balanced playable map that I can show off my rocket jumping skills. The idea behind this is to add a sense of verticality.
That being said I'd like to explain the basic layout and idea for this map idea, mind you I'd consider this still in the brainstorming stages so if any of you have any input feel free to suggest it.
The map would consist of 5 levels (levels being vertical platforms rather than actual different stages) and at the end of each level, a ramp down to the next level with the checkpoint at the end. Each level would consist of 2-3 chokepoints so as not to completely negate the opportunity for defensive strategy. Now the kicker of this is that, if the offense so chooses to formulate a strategy to go around and attack from behind the chokepoint, the option is there but obviously power remains in number and that may be a bit risky. From the defensive side there will also be opportunity to bypass the main path in that there will be the opportunity for rocketjumping along with vertical bridges such as cranes, lifts, stairs, and other props to bridge levels in certain areas.
Now, as mentioned in previous threads I don't model or map, I just paint and don't really have any intention of learning modelling in the near future beyond sketchup. So I'm hoping that a few people (I've already spoken to Acumen and he's shown a bit of interest) will hop on board with this idea. Currently I'm working on designing individual checkpoints and will be posting shots of those in the coming days, but after I get the map concepts out of the way I will be working on coming up with some custom models and am looking into painting some custom textures/skyboxes for the map.
Anywho let me know what you guys think, I hope I'm not being overly ambitious with this but I think the idea may work.
Also mods, I'm never quite sure where I'm supposed to post this stuff but feel free to move this thread if it's not appropriate for this forum.
PL_Quarry
Personally, as a career spy/soldier a lot of standard TF2 maps really are just too confined and flat, and comes down to a sheer 'just keep firing until we can push past the chokepoint' scenario. Although I understand the reason for this in keeping players focused on the objective, but at the same time I really would like to try and make a well-balanced playable map that I can show off my rocket jumping skills. The idea behind this is to add a sense of verticality.
That being said I'd like to explain the basic layout and idea for this map idea, mind you I'd consider this still in the brainstorming stages so if any of you have any input feel free to suggest it.
The map would consist of 5 levels (levels being vertical platforms rather than actual different stages) and at the end of each level, a ramp down to the next level with the checkpoint at the end. Each level would consist of 2-3 chokepoints so as not to completely negate the opportunity for defensive strategy. Now the kicker of this is that, if the offense so chooses to formulate a strategy to go around and attack from behind the chokepoint, the option is there but obviously power remains in number and that may be a bit risky. From the defensive side there will also be opportunity to bypass the main path in that there will be the opportunity for rocketjumping along with vertical bridges such as cranes, lifts, stairs, and other props to bridge levels in certain areas.
Now, as mentioned in previous threads I don't model or map, I just paint and don't really have any intention of learning modelling in the near future beyond sketchup. So I'm hoping that a few people (I've already spoken to Acumen and he's shown a bit of interest) will hop on board with this idea. Currently I'm working on designing individual checkpoints and will be posting shots of those in the coming days, but after I get the map concepts out of the way I will be working on coming up with some custom models and am looking into painting some custom textures/skyboxes for the map.
Anywho let me know what you guys think, I hope I'm not being overly ambitious with this but I think the idea may work.
Also mods, I'm never quite sure where I'm supposed to post this stuff but feel free to move this thread if it's not appropriate for this forum.