Y halo thar!
I'm currently working on a map called koth_geese_tower. Simply, it's a koth map on top of a tower, and you can fall down from the tower.
The idea is taken from a fighting game called Fatal Fury, where the big baddie is named Geese Howard (wiki him), and you fight him on the top floor of his tower. And when you beat him, your character will knock him off the tower sending him to his demise.
My rendition is based off this stage: [ame="http://www.youtube.com/watch?v=RQM7XmpSKlk"]YouTube - Real Bout Fatal Fury Terry Vs Geese[/ame] (From a sequel, Real Bout Fatal Fury).
Here's the results so far:
Side-top down view
A closer look
On the stage
The CP is right in the middle, and after capping the point you'll need to defend it for a total of 5 minutes.
There's also a few elements taken from the original source, namely the uncanny ability to break guardrails.
Before
After
All the outer guardrails are breakable. I'm not sure how it works in multiplayer though, I only did the runthroughs by myself thus far.
The other thing about this map is that after the point is capped, (technically) Geese's ghost isn't willing to give up his tower. So what happens here is...
Raging Storm!
Doesn't look like the best work of art though. But these spikes will throw the players into the air automatically when it's still around. That's one way to access the roof, but it actually damages you as well. To add to the fun, I actually took the soundbite of Geese saying that move's name and gave it a 'whirling' sound effect.
The major problem with the map I have thus far is that I have no idea how to handle the ground floor. Currently I give enough damage to severely hurt a player falling from the tower to ground floor (if the HP is over 100). So yes, it can kill, but assuming the player is still alive, the ground floor has too much open areas and looks pretty crappy.
A glimpse of the worst (yes, I know I haven't ran cubemaps yet)
There's supposedly a teleporting elevator thingy inside the building which takes you to the top floor again for more fun. The building interior isn't even halfway decent so I decided against putting screenies here.
The ground floor also got lighting problems which I think is because the light can't get down there very well. My light-fu is still weak.
There's only one thing that's awesome and I like, and it's the sign on the front door of the tower.
It's what it is
So what should I do here? Just kill off the player during the fall and respawn from the room, or improve the ground floor?
Also about the surrounding buildings - I've yet to add details because they're a part of the skybox. And yes, I know, these are HL2 textures. I don't like them that much either, but TF2 doesn't have much skybox building textures to work with. They'll look better eventually.
Any further comments/suggestions are welcomed. I'm still pretty green in this mapping business but I want to make this at least decent. Thanks in advance.
I'm currently working on a map called koth_geese_tower. Simply, it's a koth map on top of a tower, and you can fall down from the tower.
The idea is taken from a fighting game called Fatal Fury, where the big baddie is named Geese Howard (wiki him), and you fight him on the top floor of his tower. And when you beat him, your character will knock him off the tower sending him to his demise.
My rendition is based off this stage: [ame="http://www.youtube.com/watch?v=RQM7XmpSKlk"]YouTube - Real Bout Fatal Fury Terry Vs Geese[/ame] (From a sequel, Real Bout Fatal Fury).
Here's the results so far:
Side-top down view
A closer look
On the stage
The CP is right in the middle, and after capping the point you'll need to defend it for a total of 5 minutes.
There's also a few elements taken from the original source, namely the uncanny ability to break guardrails.
Before
After
All the outer guardrails are breakable. I'm not sure how it works in multiplayer though, I only did the runthroughs by myself thus far.
The other thing about this map is that after the point is capped, (technically) Geese's ghost isn't willing to give up his tower. So what happens here is...
Raging Storm!
Doesn't look like the best work of art though. But these spikes will throw the players into the air automatically when it's still around. That's one way to access the roof, but it actually damages you as well. To add to the fun, I actually took the soundbite of Geese saying that move's name and gave it a 'whirling' sound effect.
The major problem with the map I have thus far is that I have no idea how to handle the ground floor. Currently I give enough damage to severely hurt a player falling from the tower to ground floor (if the HP is over 100). So yes, it can kill, but assuming the player is still alive, the ground floor has too much open areas and looks pretty crappy.
A glimpse of the worst (yes, I know I haven't ran cubemaps yet)
There's supposedly a teleporting elevator thingy inside the building which takes you to the top floor again for more fun. The building interior isn't even halfway decent so I decided against putting screenies here.
The ground floor also got lighting problems which I think is because the light can't get down there very well. My light-fu is still weak.
There's only one thing that's awesome and I like, and it's the sign on the front door of the tower.
It's what it is
So what should I do here? Just kill off the player during the fall and respawn from the room, or improve the ground floor?
Also about the surrounding buildings - I've yet to add details because they're a part of the skybox. And yes, I know, these are HL2 textures. I don't like them that much either, but TF2 doesn't have much skybox building textures to work with. They'll look better eventually.
Any further comments/suggestions are welcomed. I'm still pretty green in this mapping business but I want to make this at least decent. Thanks in advance.
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