- Jan 3, 2009
- 27
- 3
Presenting my first map and learning experience, Platform 1. This aquatic Dustbowl is by no means an attempt at replicating "good gameplay," but rather, and experiment to see what kind of gameplay will work. The result is actually a rather fun map that, with suggestions, could be fleshed into a far better map.
What puts Platform 1 aside from most other CP maps is the Payload-like first point of the third stage, a large elevator. I spent countless hours syncing the gears to move at the proper speeds, but in the end, I think the result might be a little bland, even with large amounts of people. Perhaps it needs to be scaled down a little...?
Anyway, I'm looking for any suggestions I can get. Playtests, if possible, as I am too shy to ask for the beta map to be placed in the voting list of my home customs server.
Direct BSP download
FPSBanana Page
Things scheduled to be modified:
○ Last point is announced as the last point
● One-way window at BLU's very last spawn
● Fog color changed to match horizon (skybox)
● Role reversal reversal
●Ditch "roof-opening nuisance" idea What about "Do Not Enter" overlays; hazard strip; danger signs, etc?
○ More grating to emphasize the existence of S2P2?
○ More tables in the S3 final point "break room"/spawn point
● Remove one floor of the giant elevator; remove side elevators in favor of staircases (better fire safety anyway)
● Health in EVERY shelf on the elevator
○ Custom texture for new bomb diagram?
○ Larger directional signs, not just more signs
● Remove giant elevator's broken grate on the top, open all doors until the elevator passes them
○ Add fade stuff for props
What puts Platform 1 aside from most other CP maps is the Payload-like first point of the third stage, a large elevator. I spent countless hours syncing the gears to move at the proper speeds, but in the end, I think the result might be a little bland, even with large amounts of people. Perhaps it needs to be scaled down a little...?
Anyway, I'm looking for any suggestions I can get. Playtests, if possible, as I am too shy to ask for the beta map to be placed in the voting list of my home customs server.
Direct BSP download
FPSBanana Page
Things scheduled to be modified:
○ Last point is announced as the last point
● One-way window at BLU's very last spawn
● Fog color changed to match horizon (skybox)
● Role reversal reversal
●
○ More grating to emphasize the existence of S2P2?
○ More tables in the S3 final point "break room"/spawn point
● Remove one floor of the giant elevator; remove side elevators in favor of staircases (better fire safety anyway)
● Health in EVERY shelf on the elevator
○ Custom texture for new bomb diagram?
○ Larger directional signs, not just more signs
● Remove giant elevator's broken grate on the top, open all doors until the elevator passes them
○ Add fade stuff for props
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