[WIP] ctf_bankjob

Swiss Army Knife

L1: Registered
Feb 25, 2008
3
1
Alright this is my first attempt at mapping for TF2 and mapping general. I've found hammer to be a lot more manageable than I'd originally expected it to be. Anyways onto the map shall we? Yes that'd probably be a good idea.

Description:
General: ctf_bankjob is a neutral flag capture the flag map, with RED and BLU having mirrored sides (Each with it's own theme of course) and a vault in the middle containing the single flag serving as the focal point of the action.

Setting and Story: The setting for bankjob is obviously going to be a bank. As this was my first map I didn't want to dawdle around with test maps too much or start with wambly half thought out things so I decided it best to start with something a bit more fleshed out.

The setting is a Bank, a Bank Vault to be specific. A very large Bank Vault. BLU and RED have found themselves in somewhat of a financial pickle. So obviously the best way to make back all that money spent on rockets and sentries is to rob a bank! And just coincidentally they both happen to be robbing the same bank at the same time. Now with BLU being builders they've obviously built some kind of machine or contraption to bust their way in, in this case it's a drill-train. And with even more loose spending they've established metal corridors leading right to the vault. RED on the other hand will surely use a seemingly more simplistic method of breaking and entering. The problem with RED is I haven't figured out what that method will quite be yet :p. I've been considering having them enter via rocket ship shot into the ground, just simple mining, explosives, etc. Ideas are welcome!

Gameplay: Now most importantly this is a bank vault, and in the bank vault the prime objective of those who are so sneakily forcing their way in is the glorious bag of money. So it's a single intel instead of the two usually found throughout TF2 land. You have to bring back the intel to your spawn location basically, with the Vault itself serving as a chaos room where most of the action happens. There's 3 entrances into the vault: from a hole in the floor, from the ceiling, and from the usual method of doorways. There's also a battlements of sorts up along the route to the ceiling entrance is. How well this will all actually work I don't know, I haven't had any chance to playtest realistically.

Layouts and Pictures:

I haven't been able to work up a good looking layout in Photoshop so the only one I have is a quickie I did in paint. I'd recommend looking at it with only one eye so at least you're not completely blind for the rest of your life.
layowt by timmy 5 years old.

Pictures:

These I actually have a lot more of thankfully.

ctf_swissbank0020.jpg


ctf_swissbank0021.jpg


ctf_swissbank0027.jpg


ctf_swissbank0028.jpg


ctf_swissbank0023.jpg


ctf_swissbank0024.jpg


ctf_swissbank0025.jpg


ctf_swissbank0029.jpg


ctf_swissbank0030.jpg


ctf_swissbank0022.jpg


ctf_swissbank0031.jpg


ctf_swissbank0032.jpg


ctf_swissbank0033.jpg


ctf_swissbank0034.jpg


So that's about it. I've been working on it off and on and I've got most of the Blue side done, I still need to do the Ceiling entrance through the vents.

The vault will probably be increased in size by a lot and large piles of gold coins will give it a more organic feel hopefully, serving as hills and cover from sniper fire on the entrances.

My biggest issue has been how to deal with the neutral Intel. Just leave it out in the open? That would just make it a Scout fest. I've tried putting the intel inside a glass case that has to be shot before it breaks ( ala ctf_vikings) but I don't know how well that'll work since you'll have to work together with the other team or at least not kill them right off.

Comments, critical remarks, etc. are appreciated as always.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
There's an awful lot of long corridors. Try reducing the amount of corridors to a minimal and add new areas in their place.
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Great job so far! Looks pretty cool, esp. for a first map.

You need to add env_cubemaps and build them, check the VDC for help.
You might have some balancing issues with such tight corridors. Heavies and medics need medium-sized open areas, and engineers, pyros, and demomen can all be overpowered in tight quarters. Maybe add an open area in the middle for the intel.
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
Don't know why, but while playing your map everyone's games crashed at once. Not the server, but everyone's TF2.
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
the server too...unless someone decided to randomly change the map to turbine immediately after everyone crashed...
 

Inqwel

L6: Sharp Member
Jun 2, 2008
308
59
Why is the dirt so yellow in the sewers area? Person preference?
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
Name taken. Be ctf_infiltration or ctf_heist instead.