What should I add to my empty room?

MrSinistar

L2: Junior Member
Feb 5, 2008
82
6
I'm working on a map which has a multiple room intelligence base for each team. While I have the layout figured out for the base, I can't seem to figure out what one of my rooms should look like or how to make it fun, gameplay-wise. The room adjacent to the empty room is a computer room, a lot like the one in the underground base in 2fort, except you can enter this room and ambush anyone trying to capture the flag via a small passage way.

Anyway, my question is: what would you guys like to see in this room, or if you were making this map, what would you add to it to increase gameplay value?

I had previous suggestions by family and friends including an office full of cubicles to a command center ala 2fort.
 
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MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
For gameplay, try selecting a square in the middle of the floor and sinking it down another level. A staircase or two and you've got a multileveled room without really having to build upwards. Maybe for aesthetics you could make it a truck repair room, with that prop from hydro and one of the trucks or something? That would only work if you could make it look like the room might have a big door that leads outside.
 

Hawk

L7: Fancy Member
Dec 3, 2007
419
213
I think the best thing you can do would be to give the room a real-world purpose, like a supply closet or office or something. But not knowing the dimensions of the room and the theme of the map I'm not sure I could give a very good suggestion.
 

MrSinistar

L2: Junior Member
Feb 5, 2008
82
6
I think the best thing you can do would be to give the room a real-world purpose, like a supply closet or office or something. But not knowing the dimensions of the room and the theme of the map I'm not sure I could give a very good suggestion.


Well, the whole map is located in a canyon, with two warehouses that are suspended in the air via two giant metal beams that reach all of the way down to the floor of the canyon. The intelligence bases are inside the canyon wall and stick out of the wall to meet the warehouses.

I don't have the exact dimensions of the empty room with me, but it's almost as big as the computer room from 2fort. If I remember correctly, it's length is about 1,000 units, so it's big room.

The theme of the maps is pretty much TF2 in general. I'm trying to get a "Valve" look to it.
 

Kirko

L2: Junior Member
Jan 16, 2008
58
0
For gameplay, try selecting a square in the middle of the floor and sinking it down another level. A staircase or two and you've got a multileveled room without really having to build upwards. Maybe for aesthetics you could make it a truck repair room, with that prop from hydro and one of the trucks or something? That would only work if you could make it look like the room might have a big door that leads outside.

what he said. a warehouse storage garage look with a bunch of broken misc. objects, broken truck, piles of crates and boxes, metal beams, pipes.
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
If you've got this thing in the canyon wall, you could alternatively do this: Use the crane platform from well (it's grey and square with yellow/black caution tape) and make a hole in the floor of the room about 1.5 times the size as it. Set the platform about 20 units below the lip of this hole and use cables to make it look like it's connected to the top of the room. Add some sliding door looking details so that it looks like this hole could be covered up if the platform wasn't in it. Use lighting effects and wooden struts to make the hole look infinitely deep (i.e. to the bottom of the canyon floor) and like it was mined out. Voila, you have the setup for an elevator to the bottom of the canyon, add some details as to how this would be controlled and what it would carry up and down and the room should fall in place.