- Jan 13, 2009
- 32
- 0
I'm currently designing a map called cp_TheLowerLevels. The name comes form the idea of a factory and your in the lower levels, the name is kinda like LotR middle earth, and maybe one day I'll make the upper levels or something similar.
Anyway. I have said in some threads already that i can't actual play tf2 until the 20th or so. But I have had practice on the software hammer or my brothers computer. I am going to completely design my map on paper before even opening hammer. so far I have a layout of the spawn room and last cap point completed with one tiny flaw which I'll ignore for now with the blue tarp theory, but compensate for later.
The basic layout for the map will be both red and blue bases on level with each other and the middle of the map dipping downward to the massive indoor centre arena called the The Pit. The pit will be the scene of the main battle for the map and will feature sniping points and high ceilings and wide areas for scouts. Which i believe when the map is finish will be fighting the harder battle. The map will feature several air ducts and some visible but unusable ones to
Map basis
Scout not very big in some places
Sniper no good sniping except the main room
Spy dark but tight in places
Pryo Tight with lots of corners and ramps
Demo Good corners and airducts may provide campers with a strong means of defence
Soldier No problems for solider
Heavy tight in places
Medic people to heal
Engie Ledges and teles can win the game
Spawn Room Design
My main influnces for this map are:
*cp_Well by Valve
*cp_Granary by Valve
*ctf_2fort by Valve
*killroom by COD4
edit: I was thinking the same think as Altaco and Ravidge (posts 2 and 3), Cp_TheLowerLevels is a bad name what about cp_FactoryFloor?
@post3 : i see the sniper problem clearer then anyone else because i can fly around the map in my head. I am still thinking of a way to incorporate more sniping into my map.
Anyway. I have said in some threads already that i can't actual play tf2 until the 20th or so. But I have had practice on the software hammer or my brothers computer. I am going to completely design my map on paper before even opening hammer. so far I have a layout of the spawn room and last cap point completed with one tiny flaw which I'll ignore for now with the blue tarp theory, but compensate for later.
The basic layout for the map will be both red and blue bases on level with each other and the middle of the map dipping downward to the massive indoor centre arena called the The Pit. The pit will be the scene of the main battle for the map and will feature sniping points and high ceilings and wide areas for scouts. Which i believe when the map is finish will be fighting the harder battle. The map will feature several air ducts and some visible but unusable ones to
Map basis
Scout not very big in some places
Sniper no good sniping except the main room
Spy dark but tight in places
Pryo Tight with lots of corners and ramps
Demo Good corners and airducts may provide campers with a strong means of defence
Soldier No problems for solider
Heavy tight in places
Medic people to heal
Engie Ledges and teles can win the game
Spawn Room Design
My main influnces for this map are:
*cp_Well by Valve
*cp_Granary by Valve
*ctf_2fort by Valve
*killroom by COD4
edit: I was thinking the same think as Altaco and Ravidge (posts 2 and 3), Cp_TheLowerLevels is a bad name what about cp_FactoryFloor?
@post3 : i see the sniper problem clearer then anyone else because i can fly around the map in my head. I am still thinking of a way to incorporate more sniping into my map.
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