Stone Hills

hpkomic

L1: Registered
Jun 30, 2009
38
3
CTF Stone Hills features:
* A central courtyard with a small canyon, covered bridge, trees for LOS, and several large rock arrays for cover and elevation advantage.
*"Backyards" at each base featuring elevated areas and LOS trees, and three entrances into the base via a back door, or using elevated terrain to jump into an upper window.
*Bases are single story with spawnrooms that feature 2 exits, one into the building, another that leads right into the central courtyard. Also comes with a convenient window to see the Intelligence from the spawn room. Elevated platforms inside the base present enterprising engineers, scouts, demos, and soldiers on either team creative sentry positions and defensible positions. There are also plenty of corners, hallways, and open areas in each base.
 
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Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
wow, great drawing. I can't wait to see the finished product.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Looks like you've got some big, troublesome sightlines for Snipers connecting your front entrances to the bases. You're probably going to need a little more cover, considering the middle seems to be pretty large.
 

E.B.

L1: Registered
Mar 15, 2009
49
39
I agree with Muffin Man about sightlines. Have you considered putting a building in the middle? I think that would provide 3 benefits:

1) Cuts down on sniper sightlines (and possibly lets you design advantageous but exposed places on the building itself)

2) Makes the map better optimized since with it you can cut the amount of space your game is rendering in half (I think this is what you use areaportals for)

3) Prevents demomen + soldiers from jumping all the way across the map with the other team's intel.

Of course it's hard to give good feedback without looking at an actual map, so I'll have to keep an eye out for when you release it. Looks like you're pretty good with the art if your little mock-up is any judge, so best of luck with Hammer.
 
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hpkomic

L1: Registered
Jun 30, 2009
38
3
Thanks for the comments and encouragement.

I was able to solve my Hammer issue, so I will be able to start the map. I hope to block out most of it tonight.

As for the worries of it being a sniper-fest, I've made some changes to the rocks that should eliminate that, and still provide for some fun terrain variation.

EDIT: I have some screenshots. I've only managed to get the basic structure to one of the buildings done. Forgive low settings and crap lighting. I intend to make some narrower doorways in spots as well, particularly on either side of the area I've dubbed "the nest".

ctf_stone_hills_intel_hall.jpg

ctf_stone_hills_intel_view_nest.jpg

ctf_stone_hills_near_spawn.jpg

ctf_stone_hills_nest_view_intel.jpg
 
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Icarus

aa
Sep 10, 2008
2,245
1,210
Intelligence behind the spawn = not good. :)

Just look at 2fort.

C'mon, Doublecross has it behind the spawn, too, and plays perfectly fine.

The problem is needing to go past he enemy spawn. In doubleX, that is only an option.

People are so scared of 2fort they ignore the good parts of it.
 

hpkomic

L1: Registered
Jun 30, 2009
38
3
I wanted the spawn within running distance of the intelligence considering there are so many ways for the attackers to get to it as well. I like Turbine quite a bit, and the intelligence is right downstairs from the spawn.

Of course, if the intelligence and spawn room positions are bad when I finally play-test it, I'd have no problem re-arranging the bases.
 

hpkomic

L1: Registered
Jun 30, 2009
38
3
I should have a playable alpha available by the end of the weekend as I currently have a working map. The only things I have left to do are work on the lighting and add a little more cover and variety to the landscape.

Keep in mind the lighting will be getting a huge overhaul.
ctf_stone_hills_backyard.jpg


The backyard has a rocky outcropping that allows attackers to enter the base from two open windows. There is also a backdoor that leads to the larger room near the nest.

ctf_stone_hills_front_room.jpg


The front room is the large square room with the three doors into the base, and one of the backyard windows.

ctf_stone_hills_intel_revised.jpg


Decided to have some windows in the intel. Expect some nice scenery later.

ctf_stone_hills_spawn_intel_window.jpg


The spawnrooms have windows in the back that give you a view of the intelligence.

ctf_stone_hills_spawnhall_left.jpg


The spawnrooms have two doors. One that leads right outside, and another that leads to a junction. Going straight ahead as you come out the door leads you to this little section. If you were to make a right, you would head towards the intel.
 

hpkomic

L1: Registered
Jun 30, 2009
38
3
Well, the map is playable at this point. Any suggestions for how to prepare it for download/usage by others, because I've had trouble figuring it out.
 

Hawk

L7: Fancy Member
Dec 3, 2007
419
213
Feedback from our tests:

Layout:
- There was some general chatter about the map being too "big". I rather think it's about the right size but has too many avenues once you enter the base.
- If avenues within the base are not decreased, the base could at least benefit from one more landmark... some place players could use for recognition, or tell there allies to meet at. ("Hey, let's group up at the courtyard and then take their intel")
- Proper lighting and signs will definitely help.
- I like the different avenues available in the cliffs area.
- I found that the outdoor areas were well-guarded against Sniper abuse.


The Intel room
- I tried two different locations for sentries. The up-high one served me well for a while until Nineaxis came in from behind and got me. It's good that this has a weak point, since it's mostly out of reach from Spies.
- The other spot I tried was also a good spot. Nobody ever took mine down, but I took a sentry down in the same spot in the enemy base as a single Demoman.
- The ammo box should probably be taken out of the intel room. It was too easy for me to build up my sentry. I should have to leave the intel room for that much metal.
- We only ever had one Engineer in the intel room at a time, so it's unclear whether or not a second Engineer could make defenses too hard to breach.

Aethetics:
- It's early for this, but I do think future playtesting will benefit from a more serious shot at lighting.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Very big and very open, but also manageable as well. The interiors are really dark and it's hard to find the intel.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Needs signs, mate.
 

Firest0rm

L4: Comfortable Member
Sep 27, 2009
171
33
needs many, many more signs are more team colors. I was lost a lot, and i only remember the intel being capped a few times in the whole playtest even though there weren't a lot of sentries

It's also quite open, with enough vertical differences to make soldiers slightly op. However, I didn't actually have any trouble with being over-sniped, so maybe just give more small healthkits in lower places

overall it was quite fun, probably my favorite map of the whole gameday
 

Gerbil

aa
Feb 6, 2009
573
846
What these people said basically. Make the map easier to navigate in and maybe add some more cover in the open areas. You should also remove the small ledges on the floor that you can't walk on, I got stuck on those multiple times. Apart from that the map is pretty good, keep up the good work!
 

hpkomic

L1: Registered
Jun 30, 2009
38
3
I am hoping to have a second alpha available by this weekend. Currently, I have rebuilt the blu building and have included textures and unique architecture, and I will be doing the same thing for red. I have also scaled some things down a bit so the map feels a little less open. The backyards will be a bit smaller.

The inside changes include a much more dynamic design including doorways and a brand new room, not to mention all the aesthetic changes that make the bases feel like actual buildings.

And yes, there are signs. :D

I'll try to get some screenshots tonight.