PLR/CTF Map

bunivasal

L1: Registered
Aug 25, 2010
9
0
I've been designing a CTF map for some time, although I only recently set to work actually designing it in Hammer. It consists of two bases across a small body of water from one another, with a flooded tunnel system granting two "back doors" to the base and away from the jaundiced eyes of battlement-to-battlement sniper feuds.

However, there's an extra caveat to this map: both teams are armed with a bomb cart and track and a final terminus at the wall of the intel room for the opposing team. The idea here is that the presence of the bomb track brings Engineers forward in their defense; instead of building on top of the intel they have to defend their whole base lest the attacking team drop a bomb on the side of their building and weaken the whole of their defense.

Obviously, I'm a new mapmaker. I've never made a regular CTF map, much less CTF/PLR hybrid. So I need to get a good idea of the dimensions of a good CTF map before I try cramming a payload in there.

And if, once the payload be crammed, whether I've made the act of getting the bomb to the final terminus and blowing a hole in the enemy defense is accessible without requiring a whole lockdown by the defending team.

I'm still in pre-alpha, so I've only built one side of the map (to be mirrored later), the geometry is rough and the carpet is ugly, but I'm wondering if it would make a good CTF map, and eventually, a good PLR map as well. I'll load some screens tomorrow, but until then, what do you guys think of the concept? Has it already been done before?
 

Mould

L2: Junior Member
Apr 9, 2010
52
3
I don't believe I have ever played a map in which you have an optional payload. It sounds very interesting. I'd play it.

However, if, as I imagine, the payload basically blows another route into the map, then a large amount of the map (correct me if I'm wrong, experienced people) would have to be made up of a model, and that may be difficult to scale. Maybe it can be done with props and a func explosion or whatever its called. Maybe you should see about that first, it would be a real pity if you got so far and then got stuck there.
 

Ankh

L3: Member
Sep 18, 2008
114
41
It consists of two bases across a small body of water from one another, with a flooded tunnel system granting two "back doors" to the base and away from the jaundiced eyes of battlement-to-battlement sniper feuds

You just described 2Fort perfectly.
Might I suggest that sniper wars are undesirable?
 

bunivasal

L1: Registered
Aug 25, 2010
9
0
Sniper wars are undesirable, so of course difficult-to-access battlements can't be a big part of the map. However, I really just meant that the tunnels provide an entrance to the map's backlot easily.
 

Impulse

L2: Junior Member
Nov 1, 2009
51
18
For a first map i would just stick to CTF considering how tough it can be to solve any entity issues in PLR, which is not good if you aren't extremely familiar with hammer. The other thing would be the HUD (as littleedge stated), the only workaround i could see would be that you can see the outline of the cart, however this is an optional feature that not everyone uses as-well as anyone that has Anti Aliasing turned on will not be able to see. I think it might work but its best to keep beginning maps more modest until you learn the program better.
 

bunivasal

L1: Registered
Aug 25, 2010
9
0
At present I'm just working on the more modest CTF version first, but when I got a little more used to Hammer editor (or if I could get some help from the community) I wanted to construct this unusual map.

I was unaware the HUD elements couldn't coexist--I'd probably have to come up with Doublecross-style warning board.