[WIP] ctp_epsilon *NEW GAME MODE*

Zephyr

L1: Registered
Aug 24, 2008
27
2
Hey everyone, I just picked up the Hammer recently and this is one of my first serious projects. It's ctp_epsilon! (possibly a working title)

Download link! http://forums.tf2maps.net/downloads.php?do=file&id=632
More pictures here; http://s125.photobucket.com/albums/p...tp_epsilon_a2/

Ctp_epsilon is a mix of ctf and cp maps. Each team tries to capture the enemy's intel and take it to the capture zone. This map differs however because there is only 1 capture zone, this zone will only allow you to score when your team owns the control point. The intelligence can be picked up at any time, but the control point must be yours to score.

Objective:
Capture the enemies intel! First to 3 points wins!

Other Notes:
The team that owns the control point is given a lower respawn time and a further forward spawn point. In the event that time runs out, the team with the most points wins, ties result in a stalemate.

This map is in alpha stage and is still being tested, help me make it a better map! Please send me information on suggestions, crashes, problems, or ideas, please contact Zephyr at one of the following;

- tf2maps.net in the ctp_epsilon thread under WIP forums,
- Zephyr~ via pm on the ocremix.org forums,
- via email at sourkeys@msn.com,

I'm currently looking for feedback and critique on how to make the map a better gameplay experience before I texture/detail the map. If you have time, please take a look at these screenshots or download the map and let me know what you think would make it more fun.

The map is symmetrical, I'll show you half, the other half is mirrored.

ctp_epsilon_a20003.jpg

ctp_epsilon_a20007.jpg

ctp_epsilon_a20006.jpg

ctp_epsilon_a20005.jpg

ctp_epsilon_a20004.jpg

ctp_epsilon_a20001.jpg

Let me know what you think! I'm mainly looking for gameplay improvements, such as the fact that the map is hugely open to snipers right now, what can I change to make it better to play? I'll redesign the whole map if I have to!

Download link! http://forums.tf2maps.net/downloads.php?do=file&id=632
More pictures here; http://s125.photobucket.com/albums/p...tp_epsilon_a2/
 
Last edited:

Forthex

L2: Junior Member
Aug 2, 2008
80
12
you should check out cp_mini_canyon here. It's also a hybrid ctf/cp map.

Once a team captures all three control points, they are locked, and the team must capture the enemy's intel within 5 minutes to win.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
At least add in a light_environment, no one likes testing fullbright maps.
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
sounds alot like "Powerplant" (think thats the name at least... had a power station in the middle which raised or lowered shields around people's intel depending on the owner of the station.

When mapping you really need to get an image in your head of what the areas will look like before you build them, right now it doesnt look like anything, what do you want this map to take place in, a desert, a city, a mountain area?
 

Zephyr

L1: Registered
Aug 24, 2008
27
2
I'm currently constructing a map that I think will be very fun to play gameplay-wise. I'm not worried about themes or textures right now because I think gameplay is more important to a map than aesthetics. I'm mostly looking for gameplay and fairness advice, which I understand will be hard to give until I get a version up for download.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Here's a tip for you: Never give your map any other prefix than cp, ctf, pl, tc or arena, because nobody will ever search for stuff like ctp in the server search. So if you want your map to be played, use a standard prefix.

It's hard to give you any critique at all. It's impossible for us to see what kind of gameplay elements that may be featured in the screens you posted, mainly because we can't possibly visualize how we think this map will play just by looking at a few images, and also because it's very hard to understand the geometry when there are no shadows.
 

Zephyr

L1: Registered
Aug 24, 2008
27
2
I have new pictures and the download link up, can I get some feedback please!

Thanks in advance.
 

toutfou

L3: Member
Sep 8, 2008
136
16
I'm currently constructing a map that I think will be very fun to play gameplay-wise. I'm not worried about themes or textures right now because I think gameplay is more important to a map than aesthetics.

It's good that you're in this mindset of focusing on gameplay, but Dox does have a point. It is more than beneficial to have an idea of the theme of your level - as this in itself can give you some inspiring ideas and can also prevent mass amounts of rework down the road. It will also give you a good sense of space within your level and how you're going to fill that up to create the gameplay you want to achieve.

It gives you something to search for in terms of reference images - again, that will in turn give you some sources of inspiration. Think of Valve's Granary level and the conveyor belt that runs up from the last CP to the 2nd last CP. Or the long arm that comes out from the 2nd last CP to the middle, leaving the player to drop down. Both of these elements play well in the level and both could have well been triggered via spotting them in a reference picture.

Something you should look at doing is critiquing your own work also. Can you justify your layout? i.e. Why do I have three identical ramps leading out of the spawn? Is having health on a platform, in the middle of a water body beneficial to all classes? Would I attempt to go there myself? Learning to critique yourself and understand your decisions is a big plus. And then critique your work up against some stock maps, such as 2Fort, Well, etc... Look at your main points of confrontation in your level and compare them to other levels. Do you offer back paths for spys/pyros? Do I offer too many paths? How would I defend/attack this area?

So after having said that, here are some things I suggest for your level and your designs in general:

1. Consider a theme, it will help with consistency throughout your level and inspire you to more ideas. It can also help a lot with motivation, running low on an idea? Google image search for a while...

2. Check out some dimensions such as wall widths, tunnel widths and lengths (that tunnel running from spawn to the water in the middle comes to mind). These are mostly quite flexible but it will help you with consistency and space. Also try to imagine 3 or 4 members from a team trying to run up some of those ramps together, they're quite narrow.

3. Lose the ladders - even though they're fast, they're disorienting

4. Try to break up some of the symmetry, to have both bases symmetrical is understandable, but to have left and right symmetry in the same base isn't necessary and breaking this up would make the level more dynamic. It would also allow you to cater towards different paths for different classes.

5. Steer clear from too many ramps inside your buildings. Try to break up the ground level heights with different levels and natural ramps such as terrain.

6. Critique the purpose of your buildings, what are they here for? Do they offer a sniping position over an important area? Do they house health and would lure players in? Why is it here?​

That's about all I can offer for now. It's a good start and you're on the right path with wanting to focus on gameplay. I can only suggest focusing with a more open mind for what makes the current levels in TF2 tick and asking yourself how your level will produce the same.

And definitely keep posting updates and asking questions :)
 

Zephyr

L1: Registered
Aug 24, 2008
27
2
haha, sorry, but I bumped it after the topic had been sitting here for a week and I didn't see your post till now, haha. Thanks! I'll think about how to use those methods of critique in my level. Sorry for the confusion. I didn't mean to be rude, I honestly didn't see it.