CP War Factory

kwp20 pitts

L1: Registered
Dec 10, 2010
38
1
WAR FACTORY


I'm in the process of creating a 1950’s factory themed control point map for Team Fortress 2, which is going to be styled in the same way as the Team Fortress 2 game. First thing I have drawn (and redrawn) up this new layout in a way to make sure it is playable, fair, and ultimately fun. This core layout design ,as shown on the Map Layout (6th screenshot from the top), is a multi level area that has the capability of 32 players, but can be played with as few as 10.

Plans are being reedited will repost them later on during the week (or next week).

Status

This map is undergoing refinement to fix any potential game-play problems.
I have much of the mechanics working, but I need to know from a players perspective on if the map is fun or not. Also I want to find out If anybody would have problems navigating the environment. This is a project I aim to finish the correct way. It needs cosmetic work for looks, but my main worry #1 is game-play.


From time to time I'll update this map as needed.

Feedback is especially appreciated

Suggestions are very helpful as well

I hope everyone enjoys their play on this map!:)

This you tube video is from version 0 build 23 (v0.23)


http://www.youtube.com/watch?v=zYjgtU9vZxw
 
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kwp20 pitts

L1: Registered
Dec 10, 2010
38
1
At this point right now anything that is cosmetic is not going to be worried about. The main thing is that I plan to have this map on a play test sometime next week to get the more important possible issues ironed out. After that then I'll do more with the detail to improve the overall look of the map. Doing it this way makes less of a headache if you wind up removing or redoing a portion of a map.
 

kwp20 pitts

L1: Registered
Dec 10, 2010
38
1
It looked worse that that with each side having its red and blue Dev textures but has come a long way from that. It don't yet look like it was a 50's style factory but gets better over time. The windows were going to be arranged in a different fashion, but I'm figuring out better ways to make the map look decent.

The two factory's interiors are going to change do to lack of detail.
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Layout looks pretty nice! Put this up for a gameday before working too much more on detailing, though :D
 

kwp20 pitts

L1: Registered
Dec 10, 2010
38
1
Much of the sniper problems have been resolved with the structures in the center of the map, however I'm a little worried myself. If I get a good look of the game-play in recording, it will help me pin point most of the unforeseen problem or confirm assumptions (or not).


What do you like or hate about this map so far? (question is really for anyone to answer)

I'm excited for a test too!
 
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kwp20 pitts

L1: Registered
Dec 10, 2010
38
1
On Wednesday's play test (saying if someone were to post map change suggestions), Please use the images (the colored ones on the first page) in conjunction with screenshots (or however you best explain the problem(s) for any reason that may or have occurred).


New ideas to the theme are welcome. I hope to have the skybox drastically changed to get rid of the plain look, and to make the factories much more interesting to look at.

http://i588.photobucket.com/albums/ss324/kwp19pitts/Redside.jpg
http://i588.photobucket.com/albums/ss324/kwp19pitts/Bluside.jpg

Note this sky box was temporary and does not reflect what the final look should be.


The one of the obvious complaints I'm sure to get (and have had) is mostly visual (that means the million windows thing on the building), but the result of the game-play will determine the new set of plans to make the necessary changes work.
 
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kwp20 pitts

L1: Registered
Dec 10, 2010
38
1
Ok, todays todays test went off with everything that you can think of with the game-play going wrong or negatively. So I going to make some serious and major redesigns to the game-play to fix the fallowing problems.

3x too big
too high
Sticky/Glitchy doors
Control points too close to each other
Re-spawn times too slow
capture time too fast
Environment confuses people, confusing routes
limited health and ammo, out in the wrong areas
some areas too dark
steep ramps
awful sight-lines
missing texture on one side
too fast of game-play

-----------------------------------
cosmeticThings
-----------------------------------
repeating textures
skybox not there ( I removed it )

Did I miss anything?

Obviously I didn't achieve my goal however Still plan to continue.
 
Sep 1, 2009
573
323
You got all the problems with the map , on a possitive note it was quite suprising/ awsome how the spawn exploded at the end. We as red were walking out when blu capped and got murdered D: