Waterhole

evanonline

L420: High Member
Mar 15, 2009
485
273
It's baby's first map, everyone!!

The map is based around a desert oasis in the middle of nowhere. RED wants delicious egyptian treasure, BLU wants a place to discreetly dump their waste. Both want control of the oasis for precious water in the harsh deserts of Egypt. Both aim to sabotage the enemy's base, perhaps those giant turbines, namely, to meet this end.

This is the final version I'm going to release. After a decent amount of playtesting I think all the flaws are finally out.
 
Last edited:

Tinker

aa
Oct 30, 2008
672
334
Hey Evang :3

A few things:

- If you're going to put pillars in front of a building, I'd expect the building to be slightly Egyptian as well. Maybe an ancient building with the random spytech and logo sticking out? Either that or get rid of the pillars.

- The waterhole itself seems pretty big. There's a big problem with water itself that you should keep in mind, though: it screws up class balance very easily. Forcing people to go through the water at all times might not be the best idea.

- The waterhole stops at the edges of the skybox, which looks a little silly. However, you said you don't have a real skybox yet, so I assume that's something to be fixed.
 

evanonline

L420: High Member
Mar 15, 2009
485
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I do kind of want to do something about the pillars. My idea for it was more or less that they just haphazardly built on top of some egyptian ruins apathetically towards the historical value of the material they're screwing with just to have a place to dump hazardous waste into. But it does look a tad awkward, I admit. I think what might be best would be to add more egyptian material around the front of the base to contribute to that look that they just carelessly built over some temple. I want to keep the pillars in place because using the FAN's triple jump it's possible to entirely cross over to the other side using the island.

I wanted to have a stage that focused on water more or less because it just seemed like something that was really underused in TF2. There are problems with it for a number of reasons though...my biggest issue, I've found, is that it is incredibly quick to just go in and out via the vents in the water and that there's no other really easy way to just get across; swimming through on the surface makes you too much of a sitting duck. I initially was against putting a bridge across as I felt this would detract the focus of the stage away from the water, but I think I ought to add something going across now that I think about it. That would fix the problem of people not paying attention to the tons of alternate routes that are above on the roofs of the bases.

As for the map itself is coming along, I made a ton of little texture changes and fixed tons of tiny nitpicks a friend suggested to me. Something I have been sort of annoyed with was how RED's base didn't stand out enough. You couldn't just look at it and say "That's RED's base" with just a passing glance. I mean, you're obviously going to know, but it just didn't stand out as much as I'd like it to. So I retextured it to be brick instead. It looked a little funny at first, but now with windows on the building I vastly prefer it.
 

evanonline

L420: High Member
Mar 15, 2009
485
273
Updated version out. Much more polished up, with some snazzy new bridges. Next time it's up I'm thinking it'll be an actual beta, but knowing me I will nitpick at this forever.

I also trimmed down my description a good lot because holy crap I talk a lot.

http://www.mediafire.com/?xiljmzkjvkm
 

evanonline

L420: High Member
Mar 15, 2009
485
273
Aaaand one last obnoxious self-bump for the new version, which may actually be the final product already. It's been playtested now so I encourage you to try it out now that all the kinks are out.
 

evanonline

L420: High Member
Mar 15, 2009
485
273
B3 fixes some changes to some errors that came up during a recent run of B2 on a server running it. Various details have been added into the stage as well as minor fixes to perfect the gameplay. Most notably there's a new wall on the roof to provide cover and the intel room is changed slightly--the intel has been slided down to the center of the window and the corner next to it has been extended to better accommodate Engineers.