[WIP] an unnamed map

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
Well, this is just a map I had in mind, a 3 stage island based level. I'm currently unsure if I should make it CP or PL, at the moment I am leaning towards PL.

Story:
A BLU ship, Lost in a storm, dock on a random island, hoping to gain supplies, and other objects. However they soon discover that the island is under red control. They immediately know that they cannot be up to no good here and proceed to help liberate the island. (depending on if I make it a CP or PL map), they unload the bomb at the docks and proceed to push past defences. stage one brings them from the docks inland. Stage two Brings BLU into a valley mining facility where RED are exploiting the islands high levels of volatile ores. *Has yet to decide what happens in stage 3*

Pictures:
Blue's ship looking out onto the island
Blue's ship and the dock
Outpost tower, looking down on the ship, rocket jump to get up there
Inside the tower, the gap is for rocketjump access
Going through a narrow tunnel leads you to the red spawn base for stage one
And a final picture of the beach head
This is the valley, and it contains 3 bridges, all of them link together in a big squiggle kinda
This is the bottom of the vally, featuring a small river, and a flooded mine shaft
This is the sniper point for round two, accessed through a secret passage way

Orange textures used as temparay, and I hope to add ground distortion to it at a later date.

Ideas required:
what to do with the rest of stage 2 (the valley is the first part). As well as what to do with stage 3.


Comments please?
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
This do look like a really fun map, but I'm concerned about the large open areas. You'll be sniperfood!
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
That too is a concern of mine, however I plan to add entities into the beach area that makes it harder for the snipers to get a clear shot. and well, the outpost tower would be the only suitable place, but is predictable. or at least, in theory
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
My god I hope you are a decent mapper, I really like the theme. Make sure your 3rd stage will be the grand finale that is very original yet believable and fun.
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
Actually, for some reason, I'm looking more forward to this than most of the other stuff here, simply becasue it looks so fun.
 

Laz

L420: High Member
Jul 5, 2008
461
35
looks like a solid basepoint to start from. my only concern are the open areas, the only real long range weapon is the sniper rifle. smaller areas work better for tf2.

anyways, I can't wait to see how you will finish this up :D
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
I've done a little bit more to the map, not really much of an update, but now I think I have an idea for the end of the level, and the blue spawn for stage 3. but alas, before I show you those ideas, I'll be showing you this:

http://uk.youtube.com/watch?v=ugQbw5LE7Gc

Just a video of the level and what its like in game. Stage 2 still needs to have spawn points made for it.

Anyway, in response to the open areas, I intend to plug them up by using rock outcrops for both defensive cover, and reasons to weave around if I go for the pl route.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I think it looks good, you have some very nice brushwork there.

What's with the NPC sentries, though? Are you sure those will actually work well with the gameplay? Seems a bit annoying to me to encounter sentries in the exact same spots every time you play the map.
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
I think it looks good, you have some very nice brushwork there.

What's with the NPC sentries, though? Are you sure those will actually work well with the gameplay? Seems a bit annoying to me to encounter sentries in the exact same spots every time you play the map.

Thanks.

And the NPC sentries, I added to give the level a bit of feel to it. As, well, it wouldn't make much sense for RED to make a whole island fortress without some form of defences on key bases. And same with BLU on there attack ship. I also use them as a temporary way to try and prohibit spawn killing, or at least the people who rush in and try and kill as many people at the spawn point as possible.
 

soup!

L1: Registered
Jun 30, 2008
23
0
Very interesting point you bring up, NPC sentries to pervent spawn camping. Are they indestructible?
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
Very interesting point you bring up, NPC sentries to pervent spawn camping. Are they indestructible?

Unfortunately not, but due to one of them being in an awkward position, it at least enables one exit to be free. (at red spawn
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
As, well, it wouldn't make much sense for RED to make a whole island fortress without some form of defences on key bases.

But...RED is the defence! :p

Nah, I don't really have anything against NPC sentries, they could prove to be a fun change.
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206

Jazz

L5: Dapper Member
Mar 9, 2008
240
23

Looks like a nice start! I like the ship.

Oh also, would that reference be from Sonic Adventure when you are fighting against eggman in the H.O.R.N.E.T or whatever?
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
thanks =P

And close, shadow the hedgehog reference. when eggman spams that phrase more than some 7 year old mic spamming on a server

anyway, I lack ideas what to put for the middle of stage 3, so far the idea that I have for it, is to end in a 2fort styled computer room, and the beginning of the level is at a glass sphere (Yeah I know it sounds odd lol)
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Make sure you turn off shadows on those tracks. O:

And while you're at it, maybe the rocks too.
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
Turned off the shadows on the tracks, the rocks look fine. anyway, I have gotten the payload working and stuff, I just seem to be coming out with one bug, the round seems to end when I cap the first point, and it doesn't seem to be recognising the second point. I've tried rebuilding the second point from scratch, and that hasn't worked. I followed this tutorial any suggestions where I have gone wrong? (If you want to take a look and see if you can fathom it out yourself, feel free to ask.)

problem.png

Printscreen of the problem
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
new pictures
12.png

13.png

These two show the final room for the PL map.
14.png

And this is a building by the red spawn for stage 2

I think I also solved the problem with the cap point
 
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