[WIP]cp_bunkerhill

Victariand

L1: Registered
Aug 3, 2008
7
0
Hi, this is my first attempt at making a Team Fortress map. The basic concept was an open area uphill battle. The map is relatively open with numerous options to flank a position. However, the defending team constantly has the advantage of elevation and position. I wanted to avoid obvious bottlenecks and chokepoints in favor of sustained fighting.
Appearance-wise I chose to go with german hardened bunkers as an inspiration. To match this, I wanted to go with a green and gray environment as opposed to the desert. Admittedly, I need to find a better way to do rocks.

The current rendition of the map can be downloaded here

BunkerHill01.jpg


BunkerHill02.jpg


BunkerHill03.jpg


Thank you for looking!
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
If you don't want to follow that complex process, you can come a long way by simply turning off the shadows on those props too. :p

I think it has a very nice style. I think you overdid the patches of dirt/paint/something in the first pic there, though.
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
Looking pretty good so far. Obviously fixing the shadows will help a lot. Also consider tossing a tree or two in there, like the ones from arena_lumberyard. Not that you're doing a whole alpine environment, but pine trees perfectly fit the "german" theme. I think they'd add a little visual depth and break up the large amounts of rocks and concrete structures nicely.

Anyway, what's the format for this map. You say CP and imply it's A/D, but is it a single stage or multiple stages? How many CP's are there per stage?
 

Victariand

L1: Registered
Aug 3, 2008
7
0
Thanks for the link and feedback, I was wondering about those shadows and all this is very much a learning process.

Anyway, this is an attack/defend with four control points on red. Blue has a forward spawn after the second point is taken, as I found the last two points of the map can be difficult to take.