- Aug 7, 2010
- 69
- 10
Here's my first attempt at mapping, a 5-point push map. Since this is a community devoted to mapping, I'm hoping I'll be able to get better response than the general gaming community I'm a part of.
Some notes:
There's an upper cliff area for Soldiers/Demomen around the midpoint that connects with the second/fourth point areas. Changed in a5.
There are several alternate routes between the second, third, and fourth points.
The roof of the middle building is easily accessible through Scout jumps, and with a little work the Engy can get a base up there by tossing a teleporter on top of the nearby crates. As of a6, all classes can jump across the crates onto the roof.
There's a deathpit around/under the last points. Don't jump in there, but every class is able to jump across.
I'm worried the upper area around mid might be a bit overpowered, but since there's no cover from Snipers I think it balances out. Changed in a5.
I think the last point may be too camp-friendly, but I haven't been able to come up with another decent alternative route. The 2-second cap time should be forgiving enough to allow one solid push to make it, though. Fixed in a3.
Any and all constructive criticism is welcome, as I want this to be as successful as possible.
-----------FULL CHANGELOG-------------------
a2: Added lighting, some texture fixes.
a3:
The last point has been moved down, with the walkway now wrapping around to the back and ramps leading up to the second point area
A barrel stack has been added near the second point as an Engy spot.
The pathway near third spawn has been shortened a bit so the entrance/exit is entirely in range of a Sentry on the near corner of middle building's roof.
Various texture changes and lighting improvements.
Probably some other stuff I'm forgetting.
a4:
Added a small lake underneath the middle building
Upper cliff area now has nobuild
Got rid of the stairway shortcut that drops down between the first and second points.
Added shortcuts between the first and third points that are available depending on which team owns the second point.
Some texture changes.
a5:
Middle building now has some windows.
Brought the upper cliff path down, converting it to a tunnel. It's also accessible to all classes now. The cliff area is now inaccessible.
Reverted those dynamic shortcut paths back to the staircase that comes out between the first and second point.
Those twisty ramps near the first point have been replaced by a simple slope.
Started converting some cave stuff to displacements.
Added an upper portion to first spawn that comes out on the walkway.
Fixed a sightline issue with two of the tunnels.
a6:
Added a dip in the cliffs near storage containers at mid.
Added walkways up to the cliffs at mid. This and the dip allow players of any class to just walk up.
Added an upper room near the first point.
Deleted stairway that came out between first and second points.
Added vents connecting the lower area between second and third points, a hallway between first and second points, and the upper room near the first point. These start off one-way due to airflow (also making it a possible shortcut between first and third points), but this is turned off after the second point is captured, providing an alternate route to the last point for the attackers. Airflow is turned back on should the defending team recapture their second point. There are also signs to indicate whether airflow is on or off, courtesy of HellJumper777.
Expanded the windows on the building at mid.
Turned around the walkway at second point leading to the upper tunnel.
TODO:
BETTER NAME!!!
Provide justification that this area is worth fighting over.
LOTS of displacement work; caves aren't square.
Add supports to floating walkways.
Expand ventilation system with Inaccessible vents, and fallen vent covers around open vents.
Recolor the dirty_bomb_cart to get a red version for the red side.
Various other detail work.
CREDITS:
Airflow sign: HellJumper777.
Some notes:
There are several alternate routes between the second, third, and fourth points.
There's a deathpit around/under the last points. Don't jump in there, but every class is able to jump across.
Any and all constructive criticism is welcome, as I want this to be as successful as possible.
-----------FULL CHANGELOG-------------------
a2: Added lighting, some texture fixes.
a3:
The last point has been moved down, with the walkway now wrapping around to the back and ramps leading up to the second point area
A barrel stack has been added near the second point as an Engy spot.
The pathway near third spawn has been shortened a bit so the entrance/exit is entirely in range of a Sentry on the near corner of middle building's roof.
Various texture changes and lighting improvements.
Probably some other stuff I'm forgetting.
a4:
Added a small lake underneath the middle building
Upper cliff area now has nobuild
Got rid of the stairway shortcut that drops down between the first and second points.
Added shortcuts between the first and third points that are available depending on which team owns the second point.
Some texture changes.
a5:
Middle building now has some windows.
Brought the upper cliff path down, converting it to a tunnel. It's also accessible to all classes now. The cliff area is now inaccessible.
Reverted those dynamic shortcut paths back to the staircase that comes out between the first and second point.
Those twisty ramps near the first point have been replaced by a simple slope.
Started converting some cave stuff to displacements.
Added an upper portion to first spawn that comes out on the walkway.
Fixed a sightline issue with two of the tunnels.
a6:
Added a dip in the cliffs near storage containers at mid.
Added walkways up to the cliffs at mid. This and the dip allow players of any class to just walk up.
Added an upper room near the first point.
Deleted stairway that came out between first and second points.
Added vents connecting the lower area between second and third points, a hallway between first and second points, and the upper room near the first point. These start off one-way due to airflow (also making it a possible shortcut between first and third points), but this is turned off after the second point is captured, providing an alternate route to the last point for the attackers. Airflow is turned back on should the defending team recapture their second point. There are also signs to indicate whether airflow is on or off, courtesy of HellJumper777.
Expanded the windows on the building at mid.
Turned around the walkway at second point leading to the upper tunnel.
TODO:
BETTER NAME!!!
Provide justification that this area is worth fighting over.
LOTS of displacement work; caves aren't square.
Add supports to floating walkways.
Expand ventilation system with Inaccessible vents, and fallen vent covers around open vents.
Recolor the dirty_bomb_cart to get a red version for the red side.
Various other detail work.
CREDITS:
Airflow sign: HellJumper777.
Last edited: