[IDEAS] The TF2 Mapping Idea's Thread

SSX

aa
Feb 2, 2014
392
411
Let's face it, we've all had those times where we needed some ideas or inspiration to come to us before we continue/create a map for a video game. For those without ideas, we've tried to drag our ways through the barrel of issues we come across when trying to make an idea seem good or bring something to life.

So, why not introduce some ideas to those who need them, or a form of inspiration to keep us building and expanding this community so we'll have more to do in the future. Let's get some ideas rolling for those who need them, and inspiration for those who want to create.

I know there's WorldOfLevelDesign's tutorial on the whole '100 ideas for levels', but sometimes it's slightly harder to create something from the real world into TF2, and that's what I want this thread to focus around. The more cartoonish world of TF2, rather than full on realism of the ideas sparked around his tutorial.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
  • Game modes
    • Control points
      • 5cp
      • A/D
      • Koth
      • Arena
      • TC
      • Domination
    • Payload
      • A/D
      • PLR
    • Capture the Flag
      • Standard
      • Invasion
      • Koth
      • TC
      • Special Delivery
    • MvM
  • Locations
    • Death Valley
    • Rocky Mountains
      • Lush forrest alpine
      • Snowy alpine
    • Australian desert
    • Mansion
    • The Underworld
    • The Moon
  • Activities
    • Power plants
      • Coal
      • Gas
      • Nuclear
      • Wind
      • Solar
      • Hydroelectric
    • Mining
      • Gold
      • Coal
    • Farming
    • Logging
    • Shipping
      • Trains
      • Ships
    • Rocketry
    • Spying
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
EDIT: Read small print. Damn Guys, you basically covered literally everything. Only thing left is to mention custom packs such as the Swamp, Construction and Japan packs.
 
Last edited:

SSX

aa
Feb 2, 2014
392
411
Well I was thinking more along the lines of map ideas. o_O
 

xzzy

aa
Jan 30, 2010
815
531
Most of my dumb ideas come from playing an existing map that has an area I particularly enjoy, and trying to build something new around it. Or implementing a dumb idea for a joke map I read on a forum somewhere.

Sometimes I just want to try something new and see how it works, which resulted in the stink bomb of a map I put in the last 72 hour contest. In my mind there's no idea dumb enough that it can't be made into a fun map, so whenever inspiration strikes just hang onto it and see what you can do. The worst that can happen is you waste a weekend and find out it doesn't work.
 

woodx

L1: Registered
Dec 29, 2012
44
22
medieval plr map where you push a ram towards the other teams castle gate

holy shit, genius!

I often think about medieval theme. Any standart game mode would look different with castles.
 
Last edited:

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
Winter CTF where teams have to steal firewood and stick it in a big furnace to heat their base.

Thats a wrap.

I had an idea for a football ctf map once. I think i'll use this idea for that.
The objective could be that the teams has to get firewood for the furnace, because they are trying to dry their wet socks. First team to get fuzzy, dry, warm socks wins and gets hot chocolate.

Hell, chairs and small tables with hot chocolate could even rise from the floor when that happens.

Yep, xmas map 2014, here i come.
 
Apr 14, 2013
663
343
I'd like to add a few:
  • Game modes
    • Control points
      • A/D
        • 3x2 (multistage)
        • 2cp (gorge)
        • 3cp (mountainlab)
        • 3cp piramid (G-pit, degrootkeep)
        • 4cp
        • 5cp w/ main cp (steel)
    • Payload
      • tag of war (waste, dogbread)
    • MvM
      • cp mvm (intercept, mannhattan)
  • Locations
  • Activities
    • mann-co factories
    • fake mann-co factories
    • other mann-co oriented buildings (warehouses, stores, meuslems etc.)
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Payload: Dual payload (1 team has 2 carts - using plr hud)

Map gameplay sections:
  • Hillside
    • Higher side is only path, lower side is deathpit
    • Higher side is main, Lower side is flank
    • Higher side is flank
    • Multiple levels (upward at final pit has 3 levels of gameplay)
  • Canyon
    • Sides are at equal/vary at height
    • Sides can/cannot look to each other
    • Lower part has higher/lower protection
  • Dish
  • Bridge
    • Is main/Is flank
    • Has cover (2fort), has low cover (doublecross top section), has no cover (doublecross bottom bridge)
    • Has cover on 1 side (upward inside tunnel)
  • Tunnel
    • Thin and long (badwater, dustbowl)
    • Normal path width (gravelpit)
    • Wide (upward)
    • Single playable level (badwater, dustbowl, gravelpit)
    • Multiple playable levels (upward)
  • Train
    • Key in gameplay (well, freight)
    • Side effect (its there but you can generaly avoid it)
    • Fast (well)
    • Slow (freight)
  • Control point
    • Same height/High/Low
    • Low cover/High cover/stacked cover
    • Good reachable/Bad reachable (steel cp5 has both)
  • Pit
    • Lethal Yes/No
    • Main hazard (doublecross, steel, badwater in beginning - although not lethal there)
    • As feature but not a hazard usualy (many mvm maps)
  • 'Gimmick' Doorways
    • 2 way/1 way/1 way decided by status of captures
    • Opens on event (time - lumberyard/capture - steel)
    • Small and open when near (most 1 way doors)
    • Wide and open when near (granary, freight)
    • As pit (granary has 1 which ends near a forward spawn - that doorway is allways open)
 
Last edited:

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
How do maps like Hydro or Dustbowl's last stage not already count as that?
 

GooGuGajoob

L12: Pro-crastinator
Mar 28, 2014
175
101
The map theme of a Dockyard I think would work well for the style of older TF2 Maps like Hydro or Well that were very industrial based. With the use of the train car cargo props and cranes.

I am currently trying to make such a map, attempting a TC layout but despite reading up on YM's blog about Territorial Control...it's just a bitch to design layout wise...so I dunno what game mode would be fitting.

Currently:
http://forums.tf2maps.net/downloads.php?do=file&id=5601

The TC was going to include the 4 middle points with a Boat, a Crane, a Lighthouse and wasn't sure about the 4th. So far all I got is the FinalRed CP, but anyone is welcome to take the Dockyard idea for themselves.
 
Apr 14, 2013
663
343
CP types:

-spire (noticable, gives defenders highground, hard to climb and attack, useful for attacking scouts/soldiers/demomen) (G-pit's last, procces's 2nd, badland's 2nd)

-on bridge (badlands' mid, 5gorge's 2nd, well's mid, gullywashe's mid)

-inside a building (provides protection, limited enterance) (G-pit's a, b, Mountainlab's 2nd, dustbowl's 1st, 2nd and more)

-on a ramp (more noticable, highground) (dustbowl's 2,1, 2,2, 3,1)

-a dead-end (makes splash damage really useful for both attackers and defenders) (Badland's last, gullywash's last, Well's last)

-deathpit (fun, harder to attack because some ways are imposible to get through) (mountainlab's last, nucleus, steel's last)

(Hey, just got an idea- make nucleus a 2cp A/D map, w/ the current cp as last)

-on top of a slope (highground for defenders, open area) (granary's last, dustbowl's 2,1)

-on the bottom of a slope (lowground for defenders, open area (mountainlab's 1st)

-in a hole (lowground for defenders) (A/D gorge's last, )

-on flat ground (snakewater's mid, 2nd, granary's mid, procces's mid)
 

SSX

aa
Feb 2, 2014
392
411
I've got sorta a thing for trains at the moment. We need more trains. lol