Dear all,
Well here it is in all its current gory. (sic)
I'd really like to thank everyone on this forum who has helped me with my idiot questions.
This is the 1st big map I have produced and I have used it as a learning tool for hammer and TF2 logic. As a result it probably commits every current mapping sin there is as well as inventing a few new ones.
It is an early Alpha, please ignore the texturing and details, its a mirrored map, I built one side before copying it and, as mentioned, was playing around to see what hammer could do.
The game type is sort of a mixture of KoTH and CTF with a bit of bomb run in.
Both teams fight over the intelligence and try to take it to one of 3 hold areas. They then have to keep it there until their KoTH timer runs out before taking it to a final capture point to win the round.
The clock only runs if a team has the intelligence in their hold zone.
The intelligence drops as neutral so both teams can collect it up until one team zero's their clock. It then only drops for that team. (bomb run)
Standard hold time is 2 minutes, game time is 10 minutes
Stalemates occur when neither team gets the intelligence to the final point.
In this case teams are awarded a hold time reduction depending on how well they did. 30 seconds off for the team who holds the intelligence the longest, 1 minute off for if they have zeroed their clock, but failed to get to the final zone.
Advanced apologies as its an early attempt its not balanced, optimised or lemon flavoured. There are currently no cube maps and some of the stairs are not clipped as they are likely to be changed. To be honest this whole map is likely to changed - nothing is set in stone, including the stone textures.
I hope that it might be the start of something that is fun to play, but I guess only time and feedback will tell.
Well here it is in all its current gory. (sic)
I'd really like to thank everyone on this forum who has helped me with my idiot questions.
This is the 1st big map I have produced and I have used it as a learning tool for hammer and TF2 logic. As a result it probably commits every current mapping sin there is as well as inventing a few new ones.
It is an early Alpha, please ignore the texturing and details, its a mirrored map, I built one side before copying it and, as mentioned, was playing around to see what hammer could do.
The game type is sort of a mixture of KoTH and CTF with a bit of bomb run in.
Both teams fight over the intelligence and try to take it to one of 3 hold areas. They then have to keep it there until their KoTH timer runs out before taking it to a final capture point to win the round.
The clock only runs if a team has the intelligence in their hold zone.
The intelligence drops as neutral so both teams can collect it up until one team zero's their clock. It then only drops for that team. (bomb run)
Standard hold time is 2 minutes, game time is 10 minutes
Stalemates occur when neither team gets the intelligence to the final point.
In this case teams are awarded a hold time reduction depending on how well they did. 30 seconds off for the team who holds the intelligence the longest, 1 minute off for if they have zeroed their clock, but failed to get to the final zone.
Advanced apologies as its an early attempt its not balanced, optimised or lemon flavoured. There are currently no cube maps and some of the stairs are not clipped as they are likely to be changed. To be honest this whole map is likely to changed - nothing is set in stone, including the stone textures.
I hope that it might be the start of something that is fun to play, but I guess only time and feedback will tell.
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