TC Daedalus

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
this is a map for the tf2m map pack thing.

so, I had planned this map back in the days but never got around to make it because this would be a metric fuckton of work for me to do alone. but it totally fit the theme and with the recent vibe of community effort, I figured that if we could get a couple of mappers together, we could totally make this work.

so here's what I was looking to do: a tug of war pl in the form of a 7 round tc map. if you don't know what tug of war is, it's a gamemode where both team can push a single cart to opposite side of a track. the first team to push the cart all the way to the enemy side wins the round. in this tc variant, the final rounds will be normal a/d rounds much like tc_hydro.
I have the entity prefab mostly figured out so that's not an issue at this point.

btw tc_daedalus is just a temporary name but I figured it was quite fitting for now (reference to the daedalean labyrinth. Daedalus is known for his tragic inventions).

I'm going to post a couple pictures here to illustrate what I had in mind

overall layout of the map and connection between areas
1-map%20layout.jpg


just a quick look at how each round is going to work.
2-payload_direction.jpg


just a quick idea of what visual themes I was looking to hit but nothing is set in stone.
3-visual_themes.jpg


ideally, if we can get some people working with me on this, we'll be splitting the rounds between mappers.
4-naming_convention.jpg


tell me if you're interested to work on this map! unfortunatly I don't think I can pull this off on my own so hopefully we can get a little team working on this. I'll have to figure out the workflow, it will most likely involve a lot of instancing and whatnot.
 
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Lenny

L2: Junior Member
May 2, 2013
90
35
Nice to see another map from you, fubar. Looking neato!
 

Acadium

Playtest Extraordinaire
Apr 20, 2013
116
11
I would gladly help do some playtesting! I could also do some art critique if you care (though I can't do it myself :3 I seem to be a better critic than I am at actually doing it)
 

Trotim

aa
Jul 14, 2009
1,195
1,045
Not sure how this is supposed to work. If one last point is RED's base, and the other BLU's base on the island, and everything inbetween... places inbetween, this whole map would basically take up the entire thing right?

On the other hand having one big map that combines multiple themes might be good to drive the point home the maps in the pack are connected

Am just not sure how other map slices would fit into this unless you make one base boring
 

Bujeebus

L1: Registered
Oct 16, 2011
2
0
Idea for red base: Volcano/Mountain secret base. Could be behind a waterfall next to the forest/jungle.