1Tower

What to improve/change?

  • Graphics and details

    Votes: 4 36.4%
  • The map Layout (size, walls etc.)

    Votes: 4 36.4%
  • Scrap the map, its not good.

    Votes: 2 18.2%
  • Nothing, everything seems just fine.

    Votes: 1 9.1%
  • Glitches

    Votes: 0 0.0%

  • Total voters
    11

Marvin

L1: Registered
May 13, 2010
4
0
Hi, this is my first time at TF2maps.net so I hope Ive posted everything right ^^

This is the first map I´ve completed so far (Its still open for changes and not 100% completed) but I hope it still works well :3
When I make maps I want to bring something new to the gameplay, not just another cp or pl map. So in this case I´ve experimented a little with the capture order =).
The map is basicly a high tower, situated in a small forest looking area, with four floors. At each floor there is a controllpoint. First either team capture the TOP controllpoint then they work their way down the tower and the first team to cap the FLOOR-point will win. However, To cap a point you MUST own ALL controllpoints above. This will hopefully give some new twists to the gameplay ^^. Becouse at the same time you are attacking the other team to gain controllpoints, you will have to defend your previous ast the same time. A little bit like PayloadRace but in CP form.

I have only tested the map 1vs1 over LAN with a friend so I dont know how well the gameplay works but hopfully it will be fun ^^
 
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Frush

L2: Junior Member
Jan 8, 2010
75
28
I think you should get rid of some of the trees at mid. It just doesn't look right.
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
The spawn look pretty tiny and also, why is there dynamite creates in there? :O
 
Mar 23, 2010
1,872
1,696
the tower looks a tad small if its going to hold a bunch of CP's. whole thing is a choke point.

I'd recommend making it less of a straight tower. instead make it have levels that get narrower and narrower. kind of like this Although if you are capping the top point first, that might ruin the pacing, so you might as well just make everything wider.

also, get rid of some of those trees and add some structures off of the tower. map looks waaay too small.
 
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Marvin

L1: Registered
May 13, 2010
4
0
the tower looks a tad small if its going to hold a bunch of CP's. whole thing is a choke point.

I'd recommend making it less of a straight tower. instead make it have levels that get narrower and narrower. kind of like this Although if you are capping the top point first, that might ruin the pacing, so you might as well just make everything wider.

also, get rid of some of those trees and add some structures off of the tower. map looks waaay too small.


Well as you can c ont he first screenshot or if you download the map, it does get narrower and narrower. And the top floor is really accessible so I dotn think taht will ruin it.
 
Nov 14, 2009
1,257
378
I have always wanted to make a map like this.

Just from what I can see in the first few screenshots: I would suggest against using the FIT texture option too much, as your bricks are around 2 feet long.
 

Marvin

L1: Registered
May 13, 2010
4
0
The spawn look pretty tiny and also, why is there dynamite creates in there? :O

Well, a small spwan is a cozy spawn :3 And with dynamite crates you can always boom your self up if you lose! :D

Jk, I think I will make it bigger ^^
 

Marvin

L1: Registered
May 13, 2010
4
0
A lot of the props look off. Like in the 3rd screenshot, those logs don't look like they're made for TF2. HL2 logs?

Well... I dotn even know how to add Hl2 props into a Tf2 map (teach me if you can x) so all props r from Tf2.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
Well... I dotn even know how to add Hl2 props into a Tf2 map (teach me if you can x) so all props r from Tf2.

The props are grouped together (Both HL2 and TF2). Meaning, all the props used in HL2 are included with TF2 for whatever reason. You may have used a HL2 prop by accident.
 
Aug 10, 2009
1,240
399
It says next to the prop name whether it's from tf2 or hl2. Also, I would suggest completely locking off all upper levels, catwalks, and passages to catwalks or any passages in general if the point on the corresponding level is not held. This should help to prevent an engy getting up a sentry farm.

Could be fun though, only tests will tell.
 

(-TN-) Ben2

L4: Comfortable Member
Apr 10, 2009
172
15
terrible screenshots, be sure to type cl_drawhud 0 in console before taking screenshots to disable hud, and up the settings on comp while taking shots, even if it lags, it doest matter you want good quality for screens

but the map itself looks alright