Ghosttown

Nynnja

L1: Registered
Mar 13, 2009
6
0
Ghosttown [working name - will change]

This is a map I've been working on for some time as a single CP map, but with the introduction of the complete KotH gamemode it was a relatively simple matter to convert it.

The map is set in an abandoned western town, hence the name, and features a number of alternate routes in an attempt to make gameplay more dynamic (unlike Viaduct which, while a fun map, is nauseatingly linear). I tried to put a high emphasis on vertical distance, providing multiple ways to get above someone in almost every section of the map and having the point itself having two 'lofts,' for lack of a better word, overlooking it.

The point itself is designed to be extremely difficult to hold for an entire round (again, unlike viaduct), since it is easy to gain a height advantage over the point and it may be attacked from any direction. This is in an attempt to create a much more fluid gameplay experience that, hopefully, will prove to be fun.

The spawns are designed to allow players to choose where they wish to enter combat through use of a fairly large spawn protected back area, providing three exits directly into a courtyard of sorts outside of the central capture point building, a fourth exit up to an overhead catwalk of sorts (visible in screenshot one), and a fifth exit through an old mining tunnel that leads to the other team's side of the map (the exit to that area is visible in screenshot three, all screenshots of the mining tunnel itself turned out as terrible quality).

This map has not received any playtesting in its current form, and there are currently no known bugs which are not Valve's fault (overtime). Suggestions are more than welcome, and please tell me of any bugs you may stumble upon, as there has been very little active bug testing that has occurred.
 
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Waif

L7: Fancy Member
Mar 22, 2009
412
125
The name Ghostown has already been taken I believe.
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
Are you new to mapping?

Anyway, your map looks interesting - Similar to Badlands in the fact that it focuses on vertical game play as well as ordinary control point capturing. I think a playtest will be needed in order to fully test whether your idea works or not.

After you have playtested I would look at some detailing tutorials about realistic buildings in TF2 and try to finish your buildings to give it a nice style which players find familiar when running around. Some areas look good, where other areas do need some work. Detailing your buildings isn't necessary, but it can be fun and will definitely make your map be more appealing to players and to Valve ;)

Good luck with it :thumbup:
 

Nynnja

L1: Registered
Mar 13, 2009
6
0
Ah, didn't realize the name was taken, it's just the name I've been working with since I started with it, but I suppose now I'll have to think up something else O_O. (seriously, thinking up names is HARD for me >.<)

Anyways, I am fairly new to mapping, this is my first map that I've deemed worthy of revealing to other people, since I don't have basic issues like the giant red 'ERROR' signs everywhere, or leaks, or a distinct lack of cubemaps, or other similarly noobish mistakes.

I do feel that my vertical scale is a bit wonky right now, and the color-changing spotlights might go for thematic purposes, but that's something I can work on later when I feel like resizing most of the buildings and doing more detail work, right now I'm looking primarily at layout and major bugs, suggestions in those areas are greatly appreciated, preferably with a couple of supporting details as to why said change is warranted.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
If you don't have any water, just add a few cattle skulls and call it Bone Dry. Make a little well near the capture point. :p
 

Rikka

L5: Dapper Member
Feb 10, 2009
208
388
Try looking up famous ghost towns