ultralaser

III_Demon

L2: Junior Member
Sep 28, 2008
57
29
I started this map over 6 months ago, got distracted with other stuff, and i'm back on it now. gameplay changes and testing continue. i'd like to get it in a gameday soon, but i'm busy this weekend. the rest of this text is copied from my original WIP post, which is now buried in the archives. =]

ULTRA MEGA LASER!

i'm trying to do a few ambitious things with this map. it will need a lot of testing. =]

#1 - the wide open feel. maps tend to feel like tight little rat mazes, and i wish there were some open areas sometimes. the alpine environment demands it, IMO. huge sweeping vistas of giant mountains and wide valleys. obviously this isnt usually done for 2 reasons: vis perfomance, and sniper balance. the performance can be handled by balancing the amount of detail, and i'm hoping the sniper issue can be managed with the right sort of cover, and lots of playtesting.

#2 - vertical play. maps tend to feel like a mostly flat plane, they're fundamentally a 2d maze, with a bit of elevation thrown in here and there. its rare that i play a map that really feels like its using the up/down axis to its potential. the primary problem with this is player frustration. people never look up. i'm hoping i've solved that by sloping the entire play field, so people are always looking up or down just a bit.

#3 - returning to areas. maps tend to be linear, especially payload maps. they progress from point A to B to C, with one team pushing forward and the other pushing back, always. in this one, control point 1 and 3 are almost literally right on top of each other. the track spirals back around on itself, so the area that was the defenders' battlements for one point becomes the offense's front line for another.

also, a mountain climb map became painfully obvious once the payload game type and alpine environment both showed up. =] there are a few people doing very cool things with that concept already, hopefully my take on it will be fun and unique enough for players to enjoy.

i welcome any and all feedback, because achieving the goals i've set out to acomplish on this map will be tough. i've been working on games for ages, but i'm not much of a mapper, and this is my first TF2 map.

way more (out of date) screens can be found here: http://www.solfire.com/~iii_demon/temp/tf2/

alternate download location, may have other versions (if the server is up): http://www.solfire.com/~iii_demon/temp/tf2/downloads/maps/
 
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BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
Oh neat, a vertical map.

I just found out recently that the only reason I never beat Super Mario 64 was because I never looked up...

So I think you have something there.

Also, I'm pretty sure you've just inspired me to make a plr semi-vertical map for the mapping contest. Thanks =D

(Actually, I have finals next week...Inspiration is bad right now!)

Hopefully people can get used to looking up and down more and don't think your map sucks because of this...

EDIT: This is your first TF2 map? It's beautiful! Though, I agree with others in that optimizing this will be VERY hard. I wish you luck!
 

uma plata

L6: Sharp Member
Jan 20, 2009
294
93
My GPU trembles with fear...

I do like the unique design though, hope you can make it workable
 

botboyx3

L1: Registered
May 24, 2009
20
0
If you can do that without killing everyone's frame rates, then you really have something. Wide open feel indeed; I look forward to seeing where this goes.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
screenshots alone i fell in love with this.

I cant wait to play it.
 

Gaw

L4: Comfortable Member
Apr 21, 2009
167
24
That is..

I also can't wait to play it.. I haz da best0rz pc so i'll get over 9000 fps naturally.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Honestly i dont know why people are going crazy about it.. Providing its built correctly the fps should be an issue..no?
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
I remember having fun playing this during a gameday some time ago. Just make sure you fix that area inside where the cart goes over a bridge. Was too hard of a choke point with SGs and no path other than the narrow bridge.
 

pl

L5: Dapper Member
Mar 6, 2009
248
55
Wow, I'd have to say that this would be a blast to play on :D

Looks like it'll be hard to optimize though. Make the fog really close :p
Just kidding, but shortening the fog distance would help.

FlavorRage said:
Reminds me of Super Mario 64!
Tall-Tall Mountain? (that was the name right?)
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Sweet! I already like the look of it. Haha, we're doing the same thing with Valve's waterfall prop (duplicating it down into two splitting apart). You staggered your falls though, looks nicer that way - dang.
 

burden

L1: Registered
Jun 5, 2009
3
0
I really like that idea.
Spend your time on it and I do think that you can optimize it.

I have also imagined of a map based in a mountain.
I think you can optimize the map by adding a wall as shown in the picture, and also move the stuff behind the wall a bit further back.

Also maybe add a second smaller bridge to the left of that one?

Picture worth a thousand words.
http://img151.imageshack.us/img151/2943/70917174.jpg