Hello all. I've got a LITTLE experience in Hammer, and I'm able to do some of the things like making custom stairs and stuff, even though its mega time consuming, but I thought it would be best to post my idea here for guidance.
My map idea: A giant Dam, set in Siberia. The map doesn't make much sense for a giant dam, but it has evolved over the months I've pondered its construction. About all I know is, it will have lots of water in it.
I always wanted to make my own TF2 map, and I guess KOTH would be the best place to start.
Here's a quickly drawn paint of my map idea.
I think I can make the concrete structure easily enough, but a few things keep bugging me.
1. Scale - I've got a gameplay mechanic on the map that works well with FAN Scouts and Pyros. On one side of the Dam, getting blown off will give you an environmental death. Getting blown on the other side will land you in water, and since it will be in Siberia, I think it would be realistic if you took serious damage while swimming. Like 10 hp+ a second, and you can avoid death by swimming to a lower level garage type area in one of the buildings. I plan on putting a large health pack in there (100) just for convenience. So when I mention scale, I think for it to be realistic to blast people off, the point and dome-like structure (Thats another thing I'll get to later), it would have to be like 2-3 roads wide at the most. Whats the best way to measure this without compiling the map each time until its perfect?
2. - Underground passageways. I love the idea of underground passageways. I made some earlier in hammer by hollowing out a torus and manipulating the pieces to give the impression of it being a hollowed out "Pipe", which I plan on using for great ambush areas for Pyros. I was thinking of putting 2-4 underground "pipes" that lead directly into the point, only really useful for Pyros or ballsy Spies. But...whats the best way to "mine" through solid concrete in hammer to make this possible? Am I going about it the totally wrong way? The last time I actually made an underground passageway it had so many gaps that I had to patch up it wasn't even funny, and it didn't even look that great. Maybe I'm just being too ambitious or perfectionist with some of my ideas?
And the last thing:
3 - Making a decent looking, yet, somewhat original structure to house the control point? I was thinking something similar to a dome, but making Domes in hammer has them look pretty blocky. I don't know anything about 3d modeling programs, otherwise I'd make my own to put into the map. Plus, I never could find a good texture. I wanted like a white, pure, mettalic texture. I guess I'd be better off using a prefab or something.
As for balance issues, I guess I'll come across them as the map progresses. I know that it looks like a horrible sniper map like 2fort on top of the second set of buildings, but I plan on putting up some things to keep the snipers at bay. Perhaps instead of the Dome I mentioned on 3, maybe some kind of building with patches and holes in it similar to the one on KOTH_harvest, but with a concrete Gorge theme.
Comments? Suggestions? Also, thanks for reading this thread and bearing with a total newbie.:blushing:
EDIT: Actually, now that I think about it, I think some of my problems could be solved just by making the structure covering the point a tall-ish block that obscures sniper view on both sides, so they won't become a nuisance, and possibly have the entrances to the building be on areas where Pyros and FAN scouts can easily knock enemies coming into the building into the water or off the ledge.
My map idea: A giant Dam, set in Siberia. The map doesn't make much sense for a giant dam, but it has evolved over the months I've pondered its construction. About all I know is, it will have lots of water in it.
I always wanted to make my own TF2 map, and I guess KOTH would be the best place to start.
Here's a quickly drawn paint of my map idea.
I think I can make the concrete structure easily enough, but a few things keep bugging me.
1. Scale - I've got a gameplay mechanic on the map that works well with FAN Scouts and Pyros. On one side of the Dam, getting blown off will give you an environmental death. Getting blown on the other side will land you in water, and since it will be in Siberia, I think it would be realistic if you took serious damage while swimming. Like 10 hp+ a second, and you can avoid death by swimming to a lower level garage type area in one of the buildings. I plan on putting a large health pack in there (100) just for convenience. So when I mention scale, I think for it to be realistic to blast people off, the point and dome-like structure (Thats another thing I'll get to later), it would have to be like 2-3 roads wide at the most. Whats the best way to measure this without compiling the map each time until its perfect?
2. - Underground passageways. I love the idea of underground passageways. I made some earlier in hammer by hollowing out a torus and manipulating the pieces to give the impression of it being a hollowed out "Pipe", which I plan on using for great ambush areas for Pyros. I was thinking of putting 2-4 underground "pipes" that lead directly into the point, only really useful for Pyros or ballsy Spies. But...whats the best way to "mine" through solid concrete in hammer to make this possible? Am I going about it the totally wrong way? The last time I actually made an underground passageway it had so many gaps that I had to patch up it wasn't even funny, and it didn't even look that great. Maybe I'm just being too ambitious or perfectionist with some of my ideas?
And the last thing:
3 - Making a decent looking, yet, somewhat original structure to house the control point? I was thinking something similar to a dome, but making Domes in hammer has them look pretty blocky. I don't know anything about 3d modeling programs, otherwise I'd make my own to put into the map. Plus, I never could find a good texture. I wanted like a white, pure, mettalic texture. I guess I'd be better off using a prefab or something.
As for balance issues, I guess I'll come across them as the map progresses. I know that it looks like a horrible sniper map like 2fort on top of the second set of buildings, but I plan on putting up some things to keep the snipers at bay. Perhaps instead of the Dome I mentioned on 3, maybe some kind of building with patches and holes in it similar to the one on KOTH_harvest, but with a concrete Gorge theme.
Comments? Suggestions? Also, thanks for reading this thread and bearing with a total newbie.:blushing:
EDIT: Actually, now that I think about it, I think some of my problems could be solved just by making the structure covering the point a tall-ish block that obscures sniper view on both sides, so they won't become a nuisance, and possibly have the entrances to the building be on areas where Pyros and FAN scouts can easily knock enemies coming into the building into the water or off the ledge.
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