Request: feedback on my idea for a map

oolibokee

L1: Registered
Jun 17, 2011
25
2
Hello everyone,

I have an idea for a map that I think would be really fun. I have very little experience using Hammer, so before I spend all the time and effort to learn it, I was hoping for some honest feedback for my idea. Any input is welcome, positive and negative.

The inspiration is plr_hightower. If you hate playing Hightower, you will probably not like my idea.

The idea is a left/right symmetrical map with two spawn points. The basic idea for the track is this:

1. Immediately out of spawn there is a pit, and at the bottom of the pit is the cart.

2. The cart moves forward through a cave to a vertical lift like at the end of Hightower. Once the cart reaches the top of the lift a second spawn point opens.

3. The cart moves onward toward a ramp downward through an outdoor open area where both of the carts move near one another parallel.

4. The cart then reaches a house with a ramp. The house includes a single open area with a low wall between the carts. (The idea is that teams can do battle over the wall while pushing their respective carts up the ramp.)

5. At the top of the ramp the cart leaves the house and the paths cross and eventually lead to a final vertical lift, again like the end of Hightower.

6. There is a cliff bordering the end of the map.

7. There is a large tower overlooking the final vertical lift on each side.

I realize that many of these elements are found in Hightower, and perhaps the idea is too similar to Hightower. Thanks in advance for any feedback!
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
Block it out and do it man. It might not be perfect, but I think random wacky game types are a good way to get your feet wet in mapping for the following reasons:

1) When designing the gametype you will face a lot of challenges with entities and learn a ton.
2) You will have to break new ground with your layout and won't be able to rely on classic tropes. This forces you to think about the way players interact with their environment. You will be surprised at how dumb players are and realize that you have to concede to their idiocy even in the planning stage.
3) People will rail on your ass with such heated passion that you will have to keep your asswipe in the freezer. This will make you learn how to take criticism and filter good feeback from the sad broken souls who have genitals instead of earlobes.
4) In the end you will throw your map away anyhow. It hurts less to throw away some broken gametype than it does to throw away the same stupid fucking PL map you've been working on for 3 years that still sucks despite thousands of hours put into it.

Good luck! The posts that follow this one are wrong and are from the Earlobe Dong Cabal. Ignore them.
 
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oolibokee

L1: Registered
Jun 17, 2011
25
2
Thanks for the advice. I vacillate between super enthusiastic and completely discouraged daily. I have so little time to work on maps and to learn how entities work and everything that it may not be worth it. The biggest obstacle, honestly, is the game itself. Every minute spent working on the map is one minute not spent playing TF2.