- Jan 22, 2013
- 14
- 6
Since I don't actually have the map ready to play, and I'm still learning the basics of hammer, I wanted to get feedback for the idea for the map itself before I fuck it up.
Image after the spoiler tags
I really liked Kong King, and thought that TF2 needs more urban environments, and I thought I'd incorporate my love of Art Deco architecture in this map.
Blu's area is more of a dilapidated "slum" housing area, implying that it has been abandoned and in disrepair for awhile. Cracking concrete, rusted cars, and crumbling buildings are hallmarks of this area.
Red's area is new and shiny, a well kept, modern building used for some purpose I haven't decided yet. Complete with Neon "RED" sign.
Blu starts diagonally away from the point and has a few dimly lit alleyways to sneak through, this would make the area difficult (if not impossible) to spawncamp. And it makes Blu's actions less predictable, as they could run straight, flank left, or flank right. The building near the center, overlooking the point is a good spot for snipers.
Red starts on the second floor of the building (in a spot I haven't figured out), and can go out to the upper balcony, or out through the bottom (left, right, mid). The upper balcony is probably where most snipers will go, and to balance that out I would put the neon "RED" sign behind them, so they would silhouette on it and be very visible.
I'd like some feedback on this, because I'm sure there are some design issues that need worked out that I can't see.
Image after the spoiler tags
I really liked Kong King, and thought that TF2 needs more urban environments, and I thought I'd incorporate my love of Art Deco architecture in this map.
Blu's area is more of a dilapidated "slum" housing area, implying that it has been abandoned and in disrepair for awhile. Cracking concrete, rusted cars, and crumbling buildings are hallmarks of this area.
Red's area is new and shiny, a well kept, modern building used for some purpose I haven't decided yet. Complete with Neon "RED" sign.
Blu starts diagonally away from the point and has a few dimly lit alleyways to sneak through, this would make the area difficult (if not impossible) to spawncamp. And it makes Blu's actions less predictable, as they could run straight, flank left, or flank right. The building near the center, overlooking the point is a good spot for snipers.
Red starts on the second floor of the building (in a spot I haven't figured out), and can go out to the upper balcony, or out through the bottom (left, right, mid). The upper balcony is probably where most snipers will go, and to balance that out I would put the neon "RED" sign behind them, so they would silhouette on it and be very visible.
I'd like some feedback on this, because I'm sure there are some design issues that need worked out that I can't see.