- Aug 10, 2009
- 1,240
- 399
Welcome to the thread for cp_hyperion! Let's get this to a beta that's really fun to play!
Hey guys thanks for taking the time to check out my new contest map! This name's been given to a few previous iterations of maps for this contest, but now it sits with this current map.
I've never really delved into A/D before, for a reason. I really like the deathmatch aspect of TF2. Call me bad, but I enjoy slaying way more than I do the objective. That's probably the only reason why I am in deep love with plr_pipeline, it's pretty much the only map I play anymore. As a result, a lot of my maps are designed so that players can simultaneously play the objective, but when they get mad, they can get their K/D back up. My other two currently active maps, koth_zero_g and push_thunderclap are examples of this.
I sort of visualize the leeway maps give as a gradient of two colors, let's say for hypothetically the colors are white and black. With dustbowl, both colors wouldn't fade and would come right up against each other, and a fraction of the gradient between them would be fading. How to interpret this? In the map, each team is pressed up against each other, and there's a very small fractional place where people can kill each other and fight without getting decimated by a bunch of other players all in the same place. It's kind of like how much each team can integrate with each other.
In this respect, pipeline has a very smooth and broad gradient. When I play it, I spend lots of time running around my spawn, and the enemies spawn. I'm able to be all over the map, and I don't have to worry about running into the 'line of attack', or where all the players are concentrated, trying to push the carts. The more linear a map gets, the harder it is to avoid this line.
So hyperion could be considered something of an experiment. I don't know if I'll be able to map a really hard core objective map, where players are forced too push, so I'm probably going to find myself walking a line between too much deathmatch and too much objective. Please please please mention which parts of the map are which to me, so that I can negotiate the best balance I can make.
So get out there! Go playtest the map, and get feedback back here :O, because I'll need it. I need to stress this: this map is going to be shaped as much by your efforts as mine.
Hey guys thanks for taking the time to check out my new contest map! This name's been given to a few previous iterations of maps for this contest, but now it sits with this current map.
I've never really delved into A/D before, for a reason. I really like the deathmatch aspect of TF2. Call me bad, but I enjoy slaying way more than I do the objective. That's probably the only reason why I am in deep love with plr_pipeline, it's pretty much the only map I play anymore. As a result, a lot of my maps are designed so that players can simultaneously play the objective, but when they get mad, they can get their K/D back up. My other two currently active maps, koth_zero_g and push_thunderclap are examples of this.
I sort of visualize the leeway maps give as a gradient of two colors, let's say for hypothetically the colors are white and black. With dustbowl, both colors wouldn't fade and would come right up against each other, and a fraction of the gradient between them would be fading. How to interpret this? In the map, each team is pressed up against each other, and there's a very small fractional place where people can kill each other and fight without getting decimated by a bunch of other players all in the same place. It's kind of like how much each team can integrate with each other.
In this respect, pipeline has a very smooth and broad gradient. When I play it, I spend lots of time running around my spawn, and the enemies spawn. I'm able to be all over the map, and I don't have to worry about running into the 'line of attack', or where all the players are concentrated, trying to push the carts. The more linear a map gets, the harder it is to avoid this line.
So hyperion could be considered something of an experiment. I don't know if I'll be able to map a really hard core objective map, where players are forced too push, so I'm probably going to find myself walking a line between too much deathmatch and too much objective. Please please please mention which parts of the map are which to me, so that I can negotiate the best balance I can make.
So get out there! Go playtest the map, and get feedback back here :O, because I'll need it. I need to stress this: this map is going to be shaped as much by your efforts as mine.
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