Since I’m still waiting for the next detail vmf, I revisited my apc02 and copied it for RED, BLU, and YLW. I assumed the map would be a symmetrical CTF in one location (a trainyard), and started by copy & pasting the GRN base 3 times. I swapped the textures with a team equivalent, but it left something to be desired creatively. Especially because I believe YLW and GRN deserve to be more than just recolors (koth_frigid demonstrates this idea very well).
There are at least two approaches to symmetrical design:
1) Unique silhouettes and materials (ex. 2Fort, Hightower, Doublecross, Granary)
2) Pragmatic 1:1 texture swaps (ex. Turbine, Powerhouse, Hellfire, Sunshine)
Both have positives and negatives, but neither is inherently better than the other. I think it comes down to judgement and what suits the map better.
I compared 2Fort’s intel room (we don’t need to disguise Spytech) to Well’s distillery facade (using a team’s favored building materials) and applied that to my map. RED got bricks, BLU got concrete and a shiny floor, and YLW got worn metal. This variety in materials, even in such a small space, gives some personality to the 4 teams. After all, this is YLW and GRN’s only time to shine in the game.
Details I like:
- Team tinted lighting (which could be toned down)
- Trapezoid shaped beam in YLW base (which may or may not serve architectural purpose)
- The lack of a sky (Turns out TF2C cordons don’t use a skybox texture by default)
Bonus: I liked using named cordons and an encompassing skip brush to copy shared changes to all bases. It’s crucial to track changes made so you can quickly apply them to other bases. In my case, I lowered the lobby ceiling to meet the big doorframe.