Idea for a new map

ShadowMage

L1: Registered
Sep 6, 2008
49
1
I had an interesting new idea for a map. Here it is, tell me what you guys think.

The map is divided into three different stages like Goldrush or Dustbowl. The first stage has the Blu team attempting to capture 1 to 3 intelligences (I'll decide later, I'm leaning towards 2.) and for each intel they cap, they see a payload bomb getting lowered into position from a window.
The next stage has the Blu team taking the bomb(s) they got to the opening(s) of a mine that have been covered with rocks and rubble or something similar to prevent entrance into the mine.
Once they complete the second stage, the Blu team has to capture 1 or 2 points inside the mine during the third stage. Of course Red is going to attempt to stop Blu in their pursuits.

For this type of map I was thinking I could call the style Mission Completion (mc_) or Objective Completion (oc_) since it doesn't fall into any of the other types of maps.
 

shdw.puppet

L2: Junior Member
Oct 26, 2008
55
16
sounds truly interesting, I dont see why it couldnt be done, but it would be more of an epic, long term strategic battle with a lot of different decisions that would need to be made early etc. that doesnt fall within the usual, drop in, play a round or two, drop out methodology of most TF2 games. Besides, I know some people who dont like ctf or dont like payload and prefer to play one or the other, but not both. (I like both and would love to play this, I log on to a server and play for a long time)
 

ShadowMage

L1: Registered
Sep 6, 2008
49
1
Well, I have a really kinda of a tough choice. I can make each section a REALLY short one, something winnable within 5-10-ish minutes. Then you can play the whole map in less than an hour and each stage would be fairly simple and straightforward.
Or I can make the epic map. Have 3 Intel to deliver, 3 bombs to take the the mine entrance, and possible 3 points to capture. That would be a much larger, and longer, experience but I think that type of map would have alot of playablity as well.

I know not all people like all the types of maps, so that may be a notch against this map, but then again, if you love all aspects of this map, this has the potential to be like a culminating point for TF2 so far.
 

Kookies!

L1: Registered
Oct 21, 2008
27
3
Sounds kind of interesting. To further integrate the ideas, it would be kind of cool if you had people pushing a cart, and then the cart is stopped by a series of gates, and the gates are only unlocked if you capter the "key" (intel) to unlock it.
There really is a lot of potential in mixing and matching the game types, there are actually a couple that do that now (tc_meridian for example use ctf and tc). I think there are some problems with the hud maybe in those modes...
 

ShadowMage

L1: Registered
Sep 6, 2008
49
1
Yeah, I was thinking about this I was hoping that the HUD can change between the stages (I don't see why it can't). I've played on a map with a Cap and Intel basis before, you had to call the the points and then you could take the intel (can't remember the name). But because it was FOCUSED on CTF, that was the HUD, you had no idea what points were capped and what one's weren't.
This is the reason I decided to split them up into different stages though, hopefully that will solve the HUD issue.

I was also thinking about attempting to figure out some sort of hybrid hud can be made, something that shows the position of the card and the state of some points or something like that. It's probably possible, although it would very likely require some intense programming skills I don't have
 

Kookies!

L1: Registered
Oct 21, 2008
27
3
Last I heard was tc_meridian was actually waiting on valve to update something so they could get the hud to work.
Having multiple stages where each one has a separate stage (the way dustbowl and gold rush are set up) would seem to definitely solve that problem, the only problem is this limits innovation. Still could be interesting, though.
 

cornontheCoD

L420: High Member
Mar 25, 2008
437
70
I don't think different stages allow different HUD's. They have to be completely separate maps *I think*. sorry to burst your bubble
 
T

The Asylum

I tried doing this once, but I couldn't enable/disable the different HUDs for different rounds.

Valve seriously needs to get on this. Just imagine the possibilities.
 

ShadowMage

L1: Registered
Sep 6, 2008
49
1
There has to be something that would allow this to work, and I'm not giving up until I at least try.
 

Psyphil

L3: Member
Nov 6, 2007
125
60
very intresting idea but I can't stop thinking that only defending one intel would be so booring, to just defend that single flag without any need of offence (the ctf style is playable only because it's both attacking and defending)

otherwise the idea of pushing a bomb (pl) to a wall or something to blow a hole making it possible to capture the points would be fun.
 

ShadowMage

L1: Registered
Sep 6, 2008
49
1
I'm thinking about making it so Blu has to capture two flags from different places. Only one would be available at a time though, sealed off with doors or something. Also a large number of paths would make things more interesting. We'll see though.
 

Kookies!

L1: Registered
Oct 21, 2008
27
3
That might actually be fun too. How does the hud work with two intels? I imagine if you set it up as multistage Attack/Defend style centered around the intels, it would work (although I could see balancing the map could take quite a bit of time).
And yeah I can see a lot of people will be having fun once valve fixes the hud issues :D
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
I think a three round mission that is attack/defend CP 1 round, Single Flag CTF the second, and payload the third, would be freaking amazing... too bad.
 

ShadowMage

L1: Registered
Sep 6, 2008
49
1
Well, unfortunately, I've determined that the concept, however interesting, cannot be currently implemented in a multi-stage map. I could just release 3 technically different maps that are all connected, but I feel as though that would lose a great deal of the fluid mission-type gameplay I was trying to make. I've also opted out of this map so I can first make some very simple and basic CTF maps just to get a better handle of the Hammer tool.