DMO_Valley

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
As someone else has offered to help me on my previous map, I have decided to not update it any more, it is ready for release (Just got to work out a few bugs from it, which I cannot do as he has the VMF copy and is away on holiday).

Anyway, onwards with the topic. It was just a random idea that I had for a game mode, The game mode revolves around BLU destroying targets and RED defending. I plan to have a high amount of capture points, but limited time rewarded. The main plan is to have 2 external capture points, 1 moving capture point (Moving towards RED base), 3 internal capture points and a final capture point.

Amongst all this destructible rampageness are other breakable objects, now these won't have an effect on time, but will have an effect on game play.

For example, destroying the bridge at the beginning can hinder red reinforcements to the earlier capture points, but, will also hinder blues when they move up towards the later capture points.

Here's a video of what I have so far, showing the two frontal capture points, and additional concepts.
http://uk.youtube.com/watch?v=m4p15wQoygo


I still need to:
  • finish off brush work for the end of the level
  • texture buildings
  • create capture points (including moving caps)
  • create additional breakable objects which change game play
  • create round timers, and new HUD system to show the health of the objects
  • respawn rooms
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
http://uk.youtube.com/watch?v=EPKcuUyDqz8

Another video, just showing how each round can be played differently.

1) cap point 2 can either be destroyed while on the crane, but, this limits the number of people who can attack it effectively. however, if a solider or sniper, breaks the hook, it enables a whole group of people to attack it, but is harder to do.

2) The bridge can be destroyed at the beginning of the round to limit RED reinforcements to the front half of the map, but then hinders blue when they have to cross the bridge. Or, the bridge can be kept in tack, and red could use it as a form of ambush, via well hidden demoman stickies under or beside the bridge.

3) in the underwater room, destroy the block in the ground to cause a lock down of the room for 20 seconds. intentionally a capture point would be in there, so it can be used by red in conjunction with an ubercharge to stop blue attackers, or, it can be use by blue to stop red defenders.

The lighting shown in the video is only temporary.

Comments please? >.>;
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I deffinately like the idea of destroying something to "cap" the "control point".

A lot needs to be done visually, there's not a whole lot to suggest when there isn't a lot there to work with.

I don't really see any kind of layout.

You probably wont see a whole lot of comments untill you atleast get lighting or some sort of layout with textures sorted.

I'm not sure i like the brigde, it's quite obviously going to be destroyed by the defending team. Perhaps just make it more difficult to traverse by putting in holes, and not fully removing the planks. The bridge itself looks incredibly long and the stairs in the ravine look tall and long to, you're going to have to modify them for gameplay and visuals.
 
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Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
I'm not sure i like the brigde, it's quite obviously going to be destroyed by the defending team. Perhaps just make it more difficult to traverse by putting in holes, and not fully removing the planks. The bridge itself looks incredibly long and the stairs in the ravine look tall and long to, you're going to have to modify them for gameplay and visuals.

For the bridge, I'll probably put in some kind of thin wood or metal girder system in to it. The chances are I'll resize the ravine to a more practical size which will hopefully solve the problem with the length and the stairs.

As for layout. although not much can be seen at the moment, there are two forward capture points, one to the left and one to the right once you get up the hill. Running down the middle of the map is a train, which is the 3rd capture point and heads towards red base (Once in red base it becomes harder to attack). There are then 4 other cap points, one on each level of the red base, (So one on the flooded basement, one on the ground floor, and one on the second floor.) finally at the back of the base is the base's core which is the final capture point, which can be accessed from each floor, much like the last cap/Intel room of Well.

EDIT:
currentmapannotations.png
 
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Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
Small update:

There are now 4 ways to cross the ravine, Each with pro's and cons.
3bridges.png


Untextured version of the ravine hut:
ravinebuilding.png


The Rail bridge:
underbridge.png

2

There are two was across this bridge, across the top, which is open, and prone to attack. and below, which is narrow. The wooden planks can be broken off to make a good vantage point for picking off people who are in the ravine.


Additional notes:
As an additional bonus for either team winning the round, I plan to have special endings. If red wins, a Laser cannon, and missiles are exposed from buildings in the map. If blue wins, there is a large explosion in the generator room.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Are you sure you want such a gimmicky thing as breakable planks? I don't think the regular player on a random server will get that before someone tells him.

I like your ideas, though, and I guess it's not a big problem. A slightly bigger problem would be the fact that it's so open on each side of the ravine, it's almost scary! That is definitely not a good thing.
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
Well, as a definite plan, I want to make the red side of the map have more buildings in it, which both house the lasers and missiles which are revealed at the end of the round, and additional health and ammo.

Well, I do plan to use an introduction video to try and explain the map, plus its just another thing that rewards curiosity. "Oh! Breaking this does that, that means I can use it to my advantage next round"
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
Done a bit more work on the map, not much though. The alpha layout of red base is done. I have also covered it over with a brush to give it the feel of a hidden base. you cannot get onto the cliffside there. however you can get onto the lowest part of the roof of the building via rocket jumping/sticky jumping.

base.png

Reactorroom.png


The main thing I am aiming to get done is the small buildings (Most likely gonna be a sawmill or something similar).

EDIT: The second picture is of the final point, a reactor room.
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
Looks a bit like the "Assault" game mode in Unreal Tournament 2004. (and an older ut)

but in ut wasn't always destroy X and Destroy Y but also other objectives. Also bonus "caps" like new spawnpoint or reload weapon point. Worked pretty good.
One of those assault maps is ported to TF2 btw, cp_Convoy (havnt played it, so i dont know if its cp or DMO).

BTW why is you prefix DMO, what does it mean? (maybe ass_ is better :)P) or obj_ ) (edit: i see you already changed the prefix xD)

But still, I like the idea, but it needs a lot of testing before release I think :p
 
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Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
BTW why is you prefix DMO, what does it mean? (maybe ass_ is better :)P) or obj_ ) (edit: i see you already changed the prefix xD)


It means "Demolition" but, I decided to set it back to the standard "CP" as It'd probably get recognised a bit more compared to a custom prefix.

I was actually thinking of doing a more forwards spawn point for blue, but, I was unsure how to do it to stop griefing and stuff (E.g. Moving the cap points forwards when the game has just started.

Well, hopefully, I can get a beta/alpha released soon, so it can be tested out properly.
 
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