Alley

Discussion in 'Map Factory' started by Ten19, Jun 27, 2009.

  1. Ten19

    Ten19 L2: Junior Member

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    cp_alley takes the Gravelpit style of nested control points and expands upon them. In short: Points A & B unlock both C & D. Points C & D are needed to unlock the last Point, Point E.

    The map is arranged to give RED free reign of the center alley of the map, which has two one-way entrances for each point available to them. This advantage is only for the first four points, as when both C & D fall, BLU is free to roam the alley way and use the doors to attempt to finish off E. This may seem like a lot of specific traffic control, but I think it might work out nicely. I really look forward to playtesting to see how it works out.

    The theme of the map is planned to be industrial complex exteriors with spy-techy interiors (especially Point E, you may guess why when you play ;)). The big awkward blocky geometry around the edges and middle are placeholder for a myriad of buildings the players weave through. I did a bit of detailing, mostly just some bits in the alley, to kind of show what direction I had in mind.

    This is my very first TF2 map that I intend to complete (after some false starts learning). I've been messing around with mapping since the days of WolfEdit, DOOM, Quake and a bit of UT, but I'm still very much new to the Source engine, so this represents my first real effort in TF2 mapping. Everyone in the community has been really helpful so far and I look forward to their critiques and suggestions as this map develops.

    Changelog

    a2
    *All doors open faster and have larger trigger brushes, the "slow moving" doors that open once have been significantly sped up
    *Reduced scale of almost every area, added additional geometry for traffic/sniper line purposes
    *Reworked most of Points A and D, closed off most verticality in Point E
    *Started optimization w/ nodraw and occludes


    a1
    * Initial creation + many internal revisions
     
    Last edited: Jul 3, 2009
  2. Ten19

    Ten19 L2: Junior Member

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    Alright, screenshots and download link in the right place now. Looking forward to feedback :)
     
  3. MaGicBush

    MaGicBush L2: Junior Member

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    Looks like a good start, I like the idea of having Red be able to move freely between points will have to try it out sometime :).
     
  4. mtv22

    mtv22 L3: Member

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    if blu can only get out of spawn from the alley, that's gonna be the easiest spawn to camp.
     
  5. Ten19

    Ten19 L2: Junior Member

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    BLU can exit from both sides (A & C and B & D), each from two separate exits, for a grand total of five exits (including the alley). I would add all of the normal and team doors to the map in the screenshots, but it would get a little cluttered. I'll see if I can update it in a fashion that communicates all the doors without looking messy.
     
    Last edited: Jun 28, 2009
  6. Ten19

    Ten19 L2: Junior Member

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    Alright, updated the Overhead Map with better descriptions, hopefully all the routes are clear, now.
     
  7. mtv22

    mtv22 L3: Member

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    Oh okay, that looks much better :)
     
  8. Ten19

    Ten19 L2: Junior Member

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    Thanks for the feedback in-game guys, I have a lot of big plans in store for a2, including:

    - scaling down most of the areas even more
    - faster doors
    - better signage and perhaps a route adjustment here and there
    - some faster way for BLU to get to E? Hmm
     
  9. Acegikmo

    aa Acegikmo

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    Looks great!
    I love the layout and concept; haven't played the map though.
    If you want blue to have a faster way to E, give them a location where they can set up teleporter exits in areas that take time or are hard to reach for red.
     
    • Thanks Thanks x 1
  10. HellJumper

    aa HellJumper

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    Hey for your faster way to get to E, you could try either an underground tunnel from 2 sides or you could simply use an elevator or two.

    This is a neato map. =)
     
  11. Tinker

    aa Tinker

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    Very nice idea, I'm looking forward to how this turns out.
     
  12. Ten19

    Ten19 L2: Junior Member

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    Thanks! And that's a good idea, I'm not sure I want to put in a gadget to accelerate BLU up, I'd kind rather have them work for the advantage, and a hard to reach teleport exit would work great.


    I do already have two sort of "side tunnels" (A -> C and B -> D) and I'd rather not use tunnels as a primary method of access as they tend to be boring and conflicts get kind of crowded. If I can implement an elevator in a manner that doesn't look tacky and fits the theme, I'd consider it, but see above in regards to making BLU work for the advantage...


    Thank you, as am I :D

    I'll hopefully be submitting a2 for Gameday this weekend, just have a few more tweaks. Looking forward to additional playtime feedback!
     
  13. The_Ulf

    The_Ulf L6: Sharp Member

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    Nice layout!

    I was worried for a minute I'd be looking at Sniper Lane Hell, but you've handled that nicely with the access control doors. I wanna see where this goes.
     
  14. Ten19

    Ten19 L2: Junior Member

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    Bump for a2!

    a2
    *All doors open faster and have larger trigger brushes, the "slow moving" doors that open once have been significantly sped up
    *Reduced scale of almost every area, added additional geometry for traffic/sniper line purposes
    *Reworked most of Points A and D, closed off most verticality in Point E
    *Started optimization w/ nodraw and occludes

    Hope to get this in for Sunday's Gameday :)

    Thanks! And yeah, I'm hoping to keep sniper lines as mind as much as possible. I don't want to 100% block them off, but I really don't want to give them a wide span to work with.
     
  15. Ten19

    Ten19 L2: Junior Member

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    Gameday bump!

    Already got a few things down from playing today:

    - More/better signage
    - Fix BLU stairs
    - More clipping

    Any and all additional feedback is appreciated :)