Project: PL_Quarry

ethankarnopp

L1: Registered
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
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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.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
I am really jelous of your paintings. Like, seriously. I wish I could colour that well.

As for the map, frankly it'd be a pain to optimize outside, in the actual quarry. If the quarry was just one part of the map, say the end, and the rest took place somewhere else, such as a cave system or something, so it was more linear than around in a circle, it would be easier. Of course, that would do what you're trying to avoid, making it flat.\

Then again, it wouldn't be so bad if you couldn't see the quarry and the tracks below everywhere. Not only would it be a sniper/soldier fest decending, the optimization would be terrible too. If the track spent most of the time out of sigh of below areas, it would be okay.

If I said anything that doesnt make sense, its because I'm tired, and I'm sorry.
 

Jethro

MUSty Complainer
Nov 2, 2009
287
281
Why is it that in my head I can see this in the Alpine theme, and looking like a Welsh quarry?
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
This sounds really cool, and i love your concept art :)

Only thing is, that the name quarry is already taken, by a ctf-map from the first days of tf2.
 

Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
Cool idea. Your concept art looks awesome.
I think payload map with 5 levels (or 5cp:s if 1 stage) would be pretty huge though.
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
Fucking hell that's sexy. As much as I doubt it would work as a map, it's sexy.
 

Acumen

Annoyer
aa
Jun 11, 2009
704
628
"a bit of interest"...underestimation of the year :eek:~~
i'd tear something groce out of my body to be able to work with you on this project !!
i made nothing but awesome experience from working closely with someone on a mapping project.....
get in contact with me, anytime :)

here's my mapping project-props application work from the hl2dm map "down_there" with my buddy lejean :D
http://www.acumen-design.de/model_pics/lejean/lejean_models_overview1.jpg
 
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Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
"a bit of interest"...underestimation of the year :eek:~~
i'd tear something groce out of my body to be able to work with you on this project !!
i made nothing but awesome experience from working closely with someone on a mapping project.....
get in contact with me, anytime :)

here's my mapping project-props application work from the hl2dm map "down_there" with my buddy lejean :D
http://www.acumen-design.de/model_pics/lejean/lejean_models_overview1.jpg

didn't you already make the tractor and the electroskeet for him? Pretty sure he knows who you are :p
 

Acumen

Annoyer
aa
Jun 11, 2009
704
628
hehe, that was my failed impression of sounding desperate fanboyish :(
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
i would have interest in doing custom models, but do you exactly what it is you are looking for in this regard? I love the map concept btw. I had a similar idea but traveling upwards :p
 

ricardojvc6

L6: Sharp Member
Jun 8, 2009
268
66
for my view.. this looks an interesting map:D .. well.. i can start thinking how this gona look like if its community project..
 

Westerhound

L5: Dapper Member
Feb 5, 2009
248
104
Just throw a rocket in the middle and your fine. Like a bigass rocket. Like REALLY big. You can never have too big rockets.

Youre awesome, you deserve cake and cookies!
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
As far as custom models go, from the looks of that concept painting you'd be more than qualified to texture them at least. *impressed whistle*
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Expressing opinions here:

  • This will not work. the ENTIRE map, is visible all at once, that will play a massive role on optimization, which will be inherently impossible.
  • Having upper stages open and lower stages not will cause problems with people falling off/trying to jump up. explaining the difference in levels visually will be a massive problem, people will just want to go between them too much.
  • Its a massive circle - you'll need to build a wall around almost all of the inner sides so that snipers won't just blow your brains out the instant you step into the open. This of course depends on the scale of the map, but with the scale you suggest of a single level of the quarry is a single stage it will get messy.
  • If you have all levels open at once instead of one at a time like I assumed above, players will struggle hugely to find the right one and stay on it (pyros, scouts explosions ect all pusing them off) and flow between them will be catastrophically hard to get right.

Concept art: awesome
Modelers: Awesome
Gameplay: Don't even go there, its gunna need massive amounts of work.
 

Numerous

L4: Comfortable Member
Oct 14, 2009
150
72
Sorry, this is like using a matress and a fold-up chair to make sure you never need to leave the computer to sleep. Nice idea, but you need to pay a bit more attention to reality, and by "a bit" I mean "one helluva lot".
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Sorry, this is like using a matress and a fold-up chair to make sure you never need to leave the computer to sleep. Nice idea, but you need to pay a bit more attention to reality, and by "a bit" I mean "one helluva lot".

Reality here being "How TF2 plays" instead of "The actual REAL world known as reality"
 
Apr 19, 2009
4,460
1,722
This will not work. the ENTIRE map, is visible all at once, that will play a massive role on optimization, which will be inherently impossible.
Something like spud did with Harrp could help greatly. IE use the 3D skybox to make a "fake" section of the map.
  • Having upper stages open and lower stages not will cause problems with people falling off/trying to jump up. explaining the difference in levels visually will be a massive problem, people will just want to go between them too much.
  • Its a massive circle - you'll need to build a wall around almost all of the inner sides so that snipers won't just blow your brains out the instant you step into the open. This of course depends on the scale of the map, but with the scale you suggest of a single level of the quarry is a single stage it will get messy.
  • If you have all levels open at once instead of one at a time like I assumed above, players will struggle hugely to find the right one and stay on it (pyros, scouts explosions ect all pusing them off) and flow between them will be catastrophically hard to get right.
All of this could be fixed by breaking the map up into a few stages.

However, YM does have very good point. I think this would work better as a final stage for a map if it was scaled down a bit.