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CTF Twin Pines Mall (WIP) 2016-04-29

theIguana

L1: Registered
Apr 27, 2016
11
7
Twin Pines Mall (WIP) - Work in Progress greybox (no gameplay data yet)

CTF map that takes place between 2 anchor stores within a 50's mall.

  • 1st pass greybox, no gameplay yet
  • Curious to get feedback regarding scale, proportions and flow
  • Path choice, Low, Upper and Flanking

Map with gameplay data to follow....
 

Aeix

L3: Member
Feb 14, 2016
147
58
Jesus! Your so organised in planning your map ;)
Most of my maps are just a couple of ideas that I turn into a big mess...which then somehow turns into a functional map (well...most of the time).
Also, from what I can make out on the overview screenshot, the Intel seems to be infront of the spawns. This is generally not a good idea for flow of gameplay around taking the intel.
 

theIguana

L1: Registered
Apr 27, 2016
11
7
Thank you Aeix - measure once, cut twice..wait..whatever ;)

There is precedent for flags in-front (landfall, sawmill) , flanking (turbine, yes, I know we don't mention voldemort's name aloud lest he appears...) and behind (Well, 2fort and Doublecross) the spawns.

I'm attempting to counter the position out front with a good flanking route. That said, I am also considering building a "loading dock" tech area out back of each base store to place the Intel and treat the base stores as true battlements? Thoughts?
 

RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
First of all,I think you forgot a C on your .bsp save (when you download it you get "tf_tpm_a02.bsp". xD)

The map,for now,MIGHT be a little bit underscaled. The briefcases might be way too close to each other,leading to a very short gameplay.
If that "loading dock" can fix this problem,sure. Go ahead.

One thing I noticed... Are you trying to make a symmetrical map? Because for now,it doesn't look like it. Usually half the map is the mirror of the other half. There's a couple of """"mistakes"""" (Yes,I know,this is an ultra-alpha,but I want to point them out anyway.)

Mox0YE8.jpg


Shouldn't be this "Lunch counter" on the RED side too? If not,BLU might get a pretty small advantage,and that might be bad. We want a pretty balanced map/gameplay. A team shouldn't be better than the other with a simple "building" the other team doesn't have.

Same in here. Why does blu have less "windows" than red? It might be pointless (again),but it might give more advantage... again. xd

187KhJD.jpg

TKDGKbG.jpg


And maybe raise this roof a little bit? At least for the scouts to move with more freedom when they're on the boxes.

0CJGJYC.jpg


So yeah,like you/I/we/the whole universe said: It's a big ultra-alpha. Yet it looks promising.

I really can't wait to test it out. ;D