Map Idea pl_Dive

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Lockhart

L2: Junior Member
Sep 1, 2009
96
2
I've got a fully developed idea for a map called pl_Dive, but I'm pretty much new to mapmaking and was wondering if anyone else wanted to pick up the idea, or give me pointers for starting.

I'd like to make it myself, but I've been pretty busy lately, anyway contact me in this thread or via private message if you're interested in co-producing it or simply running off my idea.

Here's roughly what the map's like from a word document I typed about it.
(The map's larger room with the pit is inspired by the book Subterranean by James Rollins. I'd make that room pretty unique if I had some good mapping skills.)

I really think the map has high potential. :) My drawing skills are very robust, but given time I could probably sketch each area.
TF2 Map (Dive)
Cart map (blu attacks, red defends)

Blu team starts on a cliffside shack. A diving board or platform juts out from the cliff over a pool of water very far below.

The cart is submerged in the pool of water below. The round starts and the blu team pushes the cart through a tunnel underwater. On the way there are two passages that go off to a room overlooking the point ahead.

The control point is in a closed space that's medium sized. It's on a raised platform a little above the water level with a ramp leading upwards from the submerged tunnel. There are two subplatforms on either side of the control point that are very small.

The red team can use those subplatforms, the tunnel leading onwards, or a few large windows on a second level behind the control point to defend. Not to mention the pool of water in the room itself.

Once captured, blu continues to the second point through a winding wooden tunnel that lasts for a short period.

The next room is extremely big. In fact, rediculously huge. A thin railway supported by a few pillars extends into the room from the tunnel downwards. The next control point is on a small hill in the center of the abyssal room on a medium sized platform.

The blu team can approach on a thin side-path to the left after entering, but have to jump over to the middle as it's a bit short.

On the other side of that point is another bit over the pit below, followed by an archway with two towers on either side. The red team can use these to defend the center point or the tunnel even after it's been captured.

Once the blu team enters the tunnel there is a quick righ turn into what looks to be a subterranean railway station. The cart hugs the right wall, turns left sharply along the far wall, and then right again through a glass door into another tunnel leading into the red base.

In the railway station to the left of the cart track are three bridges perpendicular to the cart track going out sideways to the left. These each have supplies on them and overlook a small pit where moving trains cross fairly often. From the pit a small passage leads upward and around to the tunnel behind the glass doors.

The control point is just beyond the glass doors and around the corner. The blu team then pushes forward, further underground into a large room with pillars and the final control point. (As well as many red important documents, databanks, and and important looking world control map)

The underground room with the pillars is surrounded on each wall by glass rooms full of red team decorative stuff. The cart goes straight through the center towards a small metal door in the far wall. Once it reaches there, blu team wins.

The room has one line of pillars two on each side of the track, located more closely to the red spawn point but not far off from the middle. There is a small tower above the red spawnpoint that looks between the pillars at the entrance for coverage.

The cart explosion destroys the world domination screen and shatters all of the glass on that wall, killing those close to the glass as it bursts outwards.


The entire level should have 3 themes, mainly metal and concrete in the first control point's room, cavern theme in the large room with the pit, and a base theme in the final two areas. The blu team might have an airfield or something at the very start of the level.
 

Lockhart

L2: Junior Member
Sep 1, 2009
96
2
Wouldnt pyros be too underpowered in the underwater tunnel?

Well that's just the beginning section of the map, and they've always got a shotgun. Pyros would be really useful in the next section where they can just airblast people into the pit.

You can't make an area where every class is equally strong. They're good in different situations, by the end of the map all the classes would have had a strong point.

Scouts > The large pit room, train section with knockbacks
Soldiers> Underwater section, tunnels
Heavies> Underwater section, tunnels, last few areas
Engineers> The first point, the train section
Snipers> The large pit room (there's towers) tunnel, somewhat train station
Spies> The train station especially, clever spies underwater
Demomans> The tunnels, underwater section (especially blu) near first control point
Pyros> Larger abyss room, tunnels, train station
Medic> Decent all round, easy targets in the larger room probably

Not to mention the pyro class is generally much too strong in my opinion on payload maps. I like game sessions where it's more the other classes are working together to retain control of the cart. Especially between demomans, soldiers, medics, scouts, and heavies.
 

Omega7321

L1: Registered
Oct 30, 2015
6
1
I recently have had this same exact idea, never had any prior map making experience, but now would be a good time do start ^_^
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
This is a cool idea... But I play flare gun pyro because I use utility and ranged damage... Forcing your players to adjust load out is not a good thing when designing your map, leave an ambush route or an exposed area that puris can freely use fire, other wise you've turned off players from using a class that may help, especially in the second stage
 

Omega7321

L1: Registered
Oct 30, 2015
6
1
the neon annihiator and reserve shooter exist ;) sketching out a concept now

Edit: basing the design on my own concept, but I may take elements from the post if I feel it could contribute to the map, note that I have NO prior map making experience so any criticism is welcome :^) cheers to reviving an old thread!
 
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MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
Yea I know they exist: but those are traditionally situational weapons
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
Except 80% of Pyro's other secondaries are better/fire.
I mean unless your weird, you'd being using reserve shooter or the flare gun/scorch shot (detonator in certain circumstance) a lot of the time. fast switch, crits, or knockback
 

Omega7321

L1: Registered
Oct 30, 2015
6
1
I don't plan for it to be mostly underwater, the cart will be submerged near a few choke points, but there will be alternate ways to get around so everyone isn't focused into one tight area. here is a concept sketch of the first area of the map

8JnYDGa


http://imgur.com/8JnYDGa

it's a rough sketch, and it's not final

Criticism would be appreciated.
 
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Omega7321

L1: Registered
Oct 30, 2015
6
1
i mainly use the flare gun as well, you don't even have to be underwater for the most part, as there will be plenty of above-ground area around the track
 

hutty

aa
Mar 30, 2014
538
444
Yea I know they exist: but those are traditionally situational weapons
And this is a situation.

but really, classes that have no bullets are the weakest underwater, so, demos.
medics probably find it annoying because the cannot surf damage as easily.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
And this is a situation.

but really, classes that have no bullets are the weakest underwater, so, demos.
medics probably find it annoying because the cannot surf damage as easily.
personally: water should be a detail, not a main feature
 

Omega7321

L1: Registered
Oct 30, 2015
6
1
like i said, it would not be required to be underwater all of the time, a heavy-medic could be on the cart while projectile classes can shoot at them from above, also would be a great map for leveling up strange neons ;^)
 

Omega7321

L1: Registered
Oct 30, 2015
6
1
and that entire first section was above ground, just like as well as how most of the map will likely be