Kiwi's Project, no name yet

Ginger

L4: Comfortable Member
Jun 29, 2010
151
56
Okay guys, im starting off a summer project that i hope will help me learn my way better around hammer and how to really immerse the player in the game, heres a quick sketchy my friend did for the map.

View attachment 2192

This is going to be very big seen as it has a desert area, and a canyon with a industrial/spy base.

Could anyone give me some rough dimensions on how big it should be?
 
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Ginger

L4: Comfortable Member
Jun 29, 2010
151
56
Fixed the image
 

Ninjilla

L420: High Member
Sep 13, 2008
445
116
Where the payload goes through the fence, there could be a massive chokepoint there. And overall it actually looks rather small, length wise. For reference, payload maps usually curve into each other, like spirals or into S shapes, for variety and to help optimizing.
 

Ginger

L4: Comfortable Member
Jun 29, 2010
151
56
Yer, i see where your going, btw this is only the first image of what it could be like, im sure that i will make some hefty changes to it along the way, the thing im dreading the most, is the payload part, i don't know how to do it and from what i've seen its a bitch to make ;p
 

Ninjilla

L420: High Member
Sep 13, 2008
445
116
Hmm, if this is your first map, I suggest starting with a KOTH map, they are easy to make and give you a good idea of how a good mid point should work for future releases.
 

Ginger

L4: Comfortable Member
Jun 29, 2010
151
56
Cool, so in a way this would maybe make a okay KOTH map?, if so where abouts would the midpoint go, Like, the gates or something like that
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Wait, will RED be attacking? That is going to be confusing to some (most [all]) players upon first play.
 

Ginger

L4: Comfortable Member
Jun 29, 2010
151
56
Why will that be strange?
 

Penguin

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

Really?

Are you REALLY asking that?
 

Passerby

L2: Junior Member
Mar 27, 2010
99
15
Why will that be strange?

in every tf game red has always been defense and blu attackers that's why.

and peopel that join blu on a A/D or PL map expect to be attacking and people who join red expect to be defending


also your going to want more curves to help cut sight lines and make it easier to optimize
 
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Jakkarra

L4: Comfortable Member
Aug 26, 2009
167
36
There's no real reason to be using Opposite Teams anyway, if you really want the architecture to be BLU, just make it look looted by RED.
 

Ginger

L4: Comfortable Member
Jun 29, 2010
151
56
Okay guys, i've decided, it wont be payload, and it probs will be a totally diff design, based lightly around the drawing, ima make it a KOTH map as my first as i dont have the skills and knowledge yet A: How maps truly work, and B:how to make payload stuff fun and work XD
 

Passerby

L2: Junior Member
Mar 27, 2010
99
15
Okay guys, i've decided, it wont be payload, and it probs will be a totally diff design, based lightly around the drawing, ima make it a KOTH map as my first as i dont have the skills and knowledge yet A: How maps truly work, and B:how to make payload stuff fun and work XD

koth makes a good starting point since it;s smaller scale and a good koth point would make a good middle 5cp point and a good A/D point so it really lets you focus on making one really good playing section that can be used in bigger more advanced maps later.
 

Ginger

L4: Comfortable Member
Jun 29, 2010
151
56
koth makes a good starting point since it;s smaller scale and a good koth point would make a good middle 5cp point and a good A/D point so it really lets you focus on making one really good playing section that can be used in bigger more advanced maps later.

So, would you say the design i have, minus the payload stuff, is a okay start for a KOTH map?
 

Passerby

L2: Junior Member
Mar 27, 2010
99
15
i would say as long as each team has multiple ways to get to the center cp
 

HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
A good quick tip: Have 1 or main route and 2 secondary routes/flanks to the point. Take a look at Valve maps when you design your layout
 

Ginger

L4: Comfortable Member
Jun 29, 2010
151
56
I know, 2.5 rule right?
 

Ginger

L4: Comfortable Member
Jun 29, 2010
151
56
I've been stalking all the forums ^^