New Map Started(My First Payload)

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
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Well... I didn't really know where to put this... Cause there is no section for letting people know about a blog you've made to keep your map updates updated. So I figured this was the best place and could always be moved if need be.

But less chat more show, here is a link to my blog where i am keeping updates for my WiP that is def. going to take a while. I want to make sure that this release is the BEST payload anyone has every played! It's shorter that your average payload, but who said it was gonna end faster. ;)

http://bladepayload.blogspot.com/
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
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There isn't anywhere to post comments?
or am I just being silly..
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
hmm best pl I have ever played?

Thats a pretty ballsy statement. Well I do admit it looks pretty nice atm. Best of luck XD
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
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Nope, can't post comments on there, I want to keep it clean and just for map information. You can post all the comments you want though in this thread and I'll take each and every one into consideration. :) Like I always say, one idea is just as good as another, and even if it isn't as good, it always has a chance to spark a better idea. ;)
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Okay well, everything here:
basic-layout-3.png


is floating? :S
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
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*sigh* haha

I have yet to complete anything around that area... I was just showing that there is going to be an uphill loop around there and what the "basic" block-out for it is as of right now. ;) But yes, it's all "floating right now, but just don't worry about that grey piece, it was just a size marker that i have yet to delete.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I would have said the tf2maps blog but.. heh, you don't have 500 posts yet, although i could have sworn you had donated in the past.

Looking very interesting. A layout with a lot of potential.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
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Nov 25, 2008
782
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Nope! only half way there! hopefully by the time this map is done i'll be around 500 posts! :p
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
I see, well it looks interesting :D

Are you going to have any buildings?
Do you have a drawn out plan or anything?
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
I see, well it looks interesting :D

Are you going to have any buildings?
Do you have a drawn out plan or anything?

Buildings yes, was gonna try to go oriental style with the buildings, but i dunno how that'll look. But i def. want it to be different and unique yet to hinder gameplay at all. I never draw anything out, I use inspiration from what I see around me and my awesome creativityness to come up with amazing styles on the spot! ;) If I draw anything out, even a rough copy, it tends to bring down my creativityness cause of wanting to go by what my first thought was, which might not be the best. So therefor, when I go at it, it's a free-for-all! :O
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Haha okay then.
Try making just one oriental style building, a small one, and see how it looks :p
 

eraSuS

L1: Registered
Jul 19, 2009
17
0
That loop looks like it will have some interesting fighting on it. Good luck with the map. :)
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Having the track double back on itself is often not a smart idea ( as I learnt the hard way) as it makes it all too easy for red to flank around behind the cart and kill blue.
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
Having the track double back on itself is often not a smart idea ( as I learnt the hard way) as it makes it all too easy for red to flank around behind the cart and kill blue.

Well it all depends on what he has between the track segments. It appears the tracks are too close together for there to be any kind of building keeping the path more linear but who knows what his plan are. Maybe there is going to be a wall of some sorts there. But if that area is just going to be open, then yeah, it could be a huge spam problem.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
It's beena while but I've been busy helping with another map for prep on release for Beta 7. On another note, I did some work on it today and made a blu forward spawn and some extra details. Let me know what ya think. Remember, it all doesn't have to be good. And these are just basic layout for now, things can change(and prolly will)

http://blademasterpsi-tf2maps.blogspot.com/
 

Lockhart

L2: Junior Member
Sep 1, 2009
96
2
Looks great =)

I'm making my first map a payload, because I think it's the most interesting game type. The team actually has to meld in order to win.

But my map is going to be more underground. Making a fairly linear cart map can be exciting if done right, right? Because my plan is to lead the blu team through a series of rooms with vastly different layouts/obstacles. I.E. Water, a pit, trains, and finally a faceoff.

But you look like you know what you're doing, any tips from veteran mapmakers are welcome. =)
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Looks great =)

I'm making my first map a payload, because I think it's the most interesting game type. The team actually has to meld in order to win.

But my map is going to be more underground. Making a fairly linear cart map can be exciting if done right, right? Because my plan is to lead the blu team through a series of rooms with vastly different layouts/obstacles. I.E. Water, a pit, trains, and finally a faceoff.

But you look like you know what you're doing, any tips from veteran mapmakers are welcome. =)



Hmm... Well first of all completely linear is never a good idea for optimization purposes unless you gonna have forward spawns and doors that open and close to block drawing of everything in every room. Plus people like turns and hills and things that help keep the battle not only in front of you but above and below you as well. You can still have those rooms/areas with different layouts, just try to make the tracks go up down and turn every now and then to help switch it up.

I also wanted to ask if it is too much of a pain for look at the blog on a different site and then comment on it here? Idk if it is a hassle or not cause if so I could open up comments for each posting I make on it but I figured it would be more convenient if I had all the feedback in one area here and not two. If that makes sense.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Okay, so i've been working on adding props to fill in empty space and thinking of unique routes for players to be able to take cause i don't want to make this a 100% linear map, i want there to be some free flow in it. If you check out my blog you will see my latest screenshots and info. Beware, I almost shat myself! =P

PL_Descent