pl_eloratemple

savageindigo

L1: Registered
Nov 11, 2008
31
2
Hey I just wanted to show a map I've been working on for a few months and maybe get some critiques, get some feedback on the idea and the layout. Apparently I can't post in the WIP section so I'm going to post here...

pl_eloratemple
The map is a single stage backwards payload map that draws from both CTF and PL maps. The blu team has to get through the Red base to retrieve the cart. The track will take the cart out into the main arena and down to the lower level. The players are able to infiltrate through many entry points in order to get to the cart. Outside, if you fall, you will die (How I love trigger_hurt entity)!!

Enough of that, on with the images!
 
Last edited:

savageindigo

L1: Registered
Nov 11, 2008
31
2
I added a new overlay image that labels where the path of the cart is and some other labels.

Images:
1. Overlay of map
2. View from blu spawn
3. View from tunnels to sniper tower
4. looking out from red sniper area
5. looking into main entrance
6. redspawn area
7. better labeled overview
8. drawing for the temple

Things I know I need to work on:

Line of site (sniper advantage, sentry placement)
Displacements, overlays, skybox (aesthetics)
The temple
Entities, respawn rooms
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
well, the red spawn looks nice but why is there a track running through it?
 

savageindigo

L1: Registered
Nov 11, 2008
31
2
Owl: Thats the area right in front of the redspawn.
ZP: Concept art definately helps you model faster; there's no sketching in Hammer anyway!

I made a little walkthrough animation to make the layout of the level more clear. The animation takes you from the blue spawn all the way to the cart. There are some alternative paths that it doesnt follow, but there are about 3 more ways to enter that main area outside of the red spawn room.

templanimationhq.gif