Map Gamemode Help

BigBros

L3: Member
Aug 20, 2014
147
31
Hi Guys!

This is my first post on TF2Maps, so please dont hate :thumbup1:.

So today I had a great idea for a map, called ??_Australium_Mine. The only problem is, i cant decide what gamemode. The map would consist of an above ground area, and then a series of caves and caverns below, opened up with holes to the surface for the demos and sollys. But I can decide what gamemode it should be...

I have narrowed it down to:
CP_Australium_Mine (Red Mining base -> Cave point -> Massive cavern point <- Cave point <- Blue Mining base)

pl_australium_mine (Push the cart from the surface down to the cavern and blow up the mine... Single, double or triple stage map)

kotf_australium_mine (Australium mine cavern point, everyone starts on the surface and works their way down)

Now just to make this clear, I have thought about the balancing of this map quite a bit. Mostly it would be composed of bigger caves and caverns, rather than small tunnels. There would also be many opportunities for rocket and sticky jumpers.

Can you please just let me know what you think would be the best?
 

Solar's Wrath

L1: Registered
Aug 22, 2014
28
0
Since its seem like it goes from a point to another, like a line and from under the ground to high up, I suggest a Play load.

Play load is always fun anyway ^^
 

BigBros

L3: Member
Aug 20, 2014
147
31
Yeah thanks :D I was thinking payload originally, and also for anyone who was worried, my cave like structure is a bit more like the underground bits of upward between cap 1-2 or 2-3
 

BigBros

L3: Member
Aug 20, 2014
147
31
Another question while I'm here - How would I make a 3 part Payload map so that it transitions???
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
I vote 5cp. It's easier to make, and I've yet to see a 5cp map with a cave middle.

On an unrelated note, Dr. Element you have the worst Blog Entries I have ever seen.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
This map sounds interesting. Given that I imagine it could become a bit spammy in the caves if the action were focused on a centre point or a payload cart (depending on the size of the caves of course), I suggest 5CP. Because there are five control points, you would probably have to build each team's base further away, meaning there would be more distance to travel to the centre point, so it should be less busy. After capturing, the attacking team would need to travel through the caves to get to the 4th point, so your design would not be underappreciated. That could make for some interesting teleporter defence strategy, given the aid pyros and spies could receive in a slightly complex tunnel system.

For the leg between the 4th and 5th points, you could resort to normal above-ground areas, so you would have a variety of architecture.
 

BigBros

L3: Member
Aug 20, 2014
147
31
Thanks for your help guys! I have decided to make both a cp and a pl map, but first I am just making the frame of it. I think it should bring out some different gameplay that many people would have never experienced. Will let you guys know when it goes into Beta.