sky fortress project making all the classes viable for it

Billo

aa
Feb 8, 2016
921
404
well for sure scout,soldier,demo and sniper are perfect but i dont want only those.
sure sniper will be overpowered but how can i make him not me?
i tried putting some fences arround but it would look ugly and out of place if i add a great amount of fences.
what else can i do?
also one guy suggested to put some jump pads thats a great idea and i have some already to the map because of him.
have any more suggestions? so i can make the classes more useful?
and finally how can i make it be more fun to play with lets say heavy?
jump pads are great as i said for all the classes and will make a difference for sure.

also if you don't know what sky fortress is well it's a project some random guys are working on.
imagine fighting to floating islands and trying kill the enemies.
in the future will be a sfm short showcasing the update.
the map i am working on will get published at least when i have the aplha finished and tested so i can be 100% sure its everything alright for the detail and the release.
in case you want to participate thats great we always need some help just let me know by sending me a message.

(some pictures are a bit old i mean that the pics where taken 1-2 weeks ago)
 

Attachments

  • 20161027210653_1.jpg
    20161027210653_1.jpg
    135.2 KB · Views: 249
  • 20161027210715_1.jpg
    20161027210715_1.jpg
    173.5 KB · Views: 280
  • 20161102092141_1.jpg
    20161102092141_1.jpg
    202.6 KB · Views: 254

Muddy

Muddy
aa
Sep 5, 2014
2,575
4,592
You'll just need to design the map differently. You might need to think more conventionally, ie design it like a regular TF2 map but keeping the sky theme in mind. As I mentioned in the original thread, Cloudtop is a good example of this; it may also be worth looking at the level design in Bioshock Infinite.
 

Billo

aa
Feb 8, 2016
921
404
yea but how can i make a cloudtop? will it be nice or you know.
also i tried different textures it isnt the best thing to have but keep in mind i will use those to some islands not for everyone just not to make them look hmmm out of place i could say maybe.
thanks for you suggestion i will keep it in mind
 

Muddy

Muddy
aa
Sep 5, 2014
2,575
4,592
By 'design' I'm referring to the layout. You've designed a very open map, when TF2 maps should really be designed in such a way that it can be broken up into sections. Dustbowl is a clear example of this - you've got the first point area, and then you've got some tunnels that lead to the second point area. At no point can you see both points at once.

Also I'm not sure what you mean by 'how can I make a cloudtop', but looking at the map yourself might answer some questions. Here's the link: https://tf2maps.net/downloads/cloudtop.132/
 

Billo

aa
Feb 8, 2016
921
404
well you are right i will use some like that with my own style.
but isnt the upward textures a good option?
i believe that would look very nice.
and also when i am talking for floating islands would it be a good idea to have something like a kinda broken 2fort base for red?
not exacly broken you can imagine what i mean i am sure.