Overwatch

Doctor Nuriel

L1: Registered
May 17, 2010
5
0
Okay, so. This is my first map for Team Fortress 2. It obviously still needs some work as it's a WIP, but I decided to release it now to see what people like of the general concept.

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One day at 2Fort, the Engineers of RED and BLU were neck and neck in a race to develop a new type of interdimensional teleport. Unfortunately, both teams activated their experimental portals at the same time, bending time and space and plunging RED and BLU into a parallel universe, where a malevolent empire, the Universal Union, has conquered Earth and is stripping it of its resources...

The two teams have greater worries, however, as they find themselves stranded deep within the Union's headquarters, the Citadel. Desperate to find a way out, RED and BLU now hunt each other for secret intelligence, which may hold the key to escape...
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It was a little test to use Combine architecture in Team Fortress 2. Often I see so-called Combine-themed maps but they are usually fullbright hollowed-out boxes with repeating Combine textures. This one is different, and is actually based on an analysis I did of Combine structures.
 
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Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
dark map is kinda dark
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
hm..usually it ends up not that good..But who knows, maybe they dont have electricity in that parallel universe :D
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
^ what he said,too
 

Mr. Wimples

L6: Sharp Member
Jan 27, 2010
276
226
Gonna be a lot of people taking notice of those HL2 textures (Those tend not to fly well here). Your explanation makes sense, but it still is TF2 after all. Here's an Idea; start both teams in their own respective TF2 modeled and stylized spawnrooms in a base of some sort, then make a large-ish portal in that spawnroom that leads to your map. Makes a bit more sense than just plopping TF2 characters in a HL2 environment. :D
 
Aug 10, 2009
1,240
399
Watch that murderous sightline you have in the first screenshot. Also, two things I would caution you about:
1. The fog certainly can look cool but it also means that there's a lot of cover for snipers (who I assume would find a lot of cover in those edge pieces along the side)
2. The darkness only serves to make those murderous snipers even more murderous, to the point of RQs. That said you COULD make it a sniper map :p.

Also, nice name. For a bit there I thought you chose Overlook, which is a CTF contest entry. The name might propagate confusion later on :woot: yes that's a random smile
 
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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Yea, a couple points to make, just FYI.

TF2 requires good lighting for team recognition. Good light = good team colour recognition = good game flow.

Secondly TF2 has a specific art style that contrasts the gritty realism of HL2 and its content materials. Your back story is interesting and well told but ultimately too far fetched for TF2, especially when you exit TF2's art style.

Thirdly, as also already stated, long sight lines unbalance classes. Snipers become favourable, and sometimes scouts because of their speed. Which results in poor "rounded" gameplay.

edit: Your study of combine architecture appears to have paid off, your brush work is nice, i would next suggest researching the intricasies item (health and ammo) placement.
 
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