TC sixteen

BigBros

L3: Member
Aug 20, 2014
147
31
Nine

So this is a new map, with a new twist on territorial control. What happens is there will be 16 sections as such to the map, with each section having a control point. Teams will start in opposite corners of this 4x4 grid, with the goal to capture the enemies control point. How the map works is that when you own a control point, all connections to other sections open up for you from that control point, and close for the other team. For example, if the grid was:
1 2 3 4
5 6 7 8
9 10 11 12
13 14 15 16

If blue team captured cp 10, then door from that point would open up, allowing them to progress onto 6, 11, 14 and 9. The doors from this point would give them an advantage to these points, with flank routes, etc. Because Blu now owns 10, but Red own 11, they can still access 10 through 11, but would not be able to progress onto Blu owned 14.

It is a bit confusing, and I hope that explains it okayish. I would love some feedback on this idea if anyone can understand my delusion, and I hope that this map will introduce myself back into TF2 mapping and the community.

If anything, this map will allow me to practice my detailing skills, with all 16 sections, while blending inbetween sections, having a wide difference of detail, allowing me to play around with tonnes of different themes.
 
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Freyja

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Jul 31, 2009
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TF2 has a hard limit of 8 control points. You can get around it by teleporting existing points, but you can't do that in one round, so you would need to split it up into multiple rounds (like what TC does already) to make this possible.
 

BigBros

L3: Member
Aug 20, 2014
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Oh damn :v May have to reconsider this and think of a way around this D: Thanks for letting me know
 

Egan

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Feb 14, 2010
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Just to also mention, if you make your map super large then it will split the team up a lot, and players will start to feel lonely fighting 1v1 or 2v2 battles. Might be why TC does not have all routes and all capture points open in one round; put focus on just two and you get more eventful combat.
Even like 5cap has 5 capture points but only unlocks two at a time to narrow the focus. Standin does 3 at a time so you could get away with 3, or maybe you could just place all the open points in the same areas so it doesn't split people up so much. Like 6 open at a time, but 2 in each of 3 areas? Maybe could work, up to you.
 

Prolyfic

L5: Dapper Member
Dec 19, 2014
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Cool to be on TF2C (Team Fortress 2 Classic mod)

Anyway, That a great and long project you got there.
 

worMatty

Repacking Evangelist
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Jul 22, 2014
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I agree with Egan about splitting up the fight quite a lot. It would take the emphasis away from team-oriented assault and place it more on solo battles.

But I think you should go ahead with a concept to try it out. You don't need to rely on traditional control points to control each area. You could use triggers, filters and timers to control possession, though there would be no HUD display, so that could make it hard for players to understand what's going on, unless you designed your map to make it easy to see which team controls each area.

You express a desire to use this map to practice detailing. Try not go go overboard, is my advice. Keep each area visually distinct from its neighbour and experiment with different styles, but avoid high density of detail in decoration as that will distract the eye away from gameplay elements. Use it cleverly to draw players along a path to the final objective and be mindful that players will need time to adjust to the map's layout and its mechanics. With sixteen areas, you want to keep it as simple as possible! :)

^ Amateur opinion. Feel free to disregard, and please excuse my ignorance of TF2C.
 

BigBros

L3: Member
Aug 20, 2014
147
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Thanks guys for the feedback. I am thinking of pulling it back to a 3x3 grid. This means that control of the middle segment would be key gameplay feature, but wouldnt make it like a KOTH sort of thing. With the 8 control point limit, I am thinking about having cps at all segments except for spawns, which will be some sort of trigger. Also means that at max the team is split into 2-3 areas, which means that 1v1 isnt as much of an issue.