- Jun 17, 2011
- 44
- 23
so, after preparing a map for the 72 hour contest only to find that no one really liked it, at all (not that i'm bitter.. haha), i decided to have another shot at a simple ctf map, taking into consideration some of the things i learned from that experience. here is the first playable iteration of that map.
it's loosely inspired by ctf_turbine, but i think the only part that's a direct homage is the drop down over the intel area. otherwise it's a similar size to turbine (if anything it's smaller), and the flag room is in a vaguely similar spot in relation to the spawn room. during play, people didn't seem to know where the cap zone was on my last map, so i've practially made it impossible to get lost on this one! you can't not see the intel/cap zone from the spawn positions, and there are no convoluted paths (although there are numerous ways to approach the flag room, they're easy to follow, i hope). i'm confident this adheres better than my 72hr map to many of the conventions tf2 players expect from their maps in these respects.
no-man's land (between bases) has several large pieces of cover, but lots of space in between. i've given snipers plenty to aim for, but also plenty of jeopardy. from the most advantageous sniping nest you are well visible to opposing snipers (thanks to a gap in the central structure), as well as vulnerable to demomen and rockets. you are also basically stood in a corridor, and will probably be interrupted frequently by scouts. as for other classes, spies have plenty of nooks in which to hide, and engineers are well catered for with some great sentry positions (i hope).
although it's a night map, i think i've struck a good balance with my lighting, and there are very few dark spots (if any..). whilst i actually like the occasional very dark corner, in constrast to well lit thoroughfares (aesthetically and in gameplay terms), i've learned that many people take offence to maps that aren't relatively highly lit throughout.
finally, i should just note that the general theme is still very definitely a WIP.. though i like the boldness and simplicity of the few textures i've used so far (less is more, maybe? sometimes? no? ok... it'll probably change a lot in looks in the near future) anyway, i'm not so worried about that for now, more about the way it plays (first things first).
if you've read this far, thanks. please let me know what you think. cheers.
it's loosely inspired by ctf_turbine, but i think the only part that's a direct homage is the drop down over the intel area. otherwise it's a similar size to turbine (if anything it's smaller), and the flag room is in a vaguely similar spot in relation to the spawn room. during play, people didn't seem to know where the cap zone was on my last map, so i've practially made it impossible to get lost on this one! you can't not see the intel/cap zone from the spawn positions, and there are no convoluted paths (although there are numerous ways to approach the flag room, they're easy to follow, i hope). i'm confident this adheres better than my 72hr map to many of the conventions tf2 players expect from their maps in these respects.
no-man's land (between bases) has several large pieces of cover, but lots of space in between. i've given snipers plenty to aim for, but also plenty of jeopardy. from the most advantageous sniping nest you are well visible to opposing snipers (thanks to a gap in the central structure), as well as vulnerable to demomen and rockets. you are also basically stood in a corridor, and will probably be interrupted frequently by scouts. as for other classes, spies have plenty of nooks in which to hide, and engineers are well catered for with some great sentry positions (i hope).
although it's a night map, i think i've struck a good balance with my lighting, and there are very few dark spots (if any..). whilst i actually like the occasional very dark corner, in constrast to well lit thoroughfares (aesthetically and in gameplay terms), i've learned that many people take offence to maps that aren't relatively highly lit throughout.
finally, i should just note that the general theme is still very definitely a WIP.. though i like the boldness and simplicity of the few textures i've used so far (less is more, maybe? sometimes? no? ok... it'll probably change a lot in looks in the near future) anyway, i'm not so worried about that for now, more about the way it plays (first things first).
if you've read this far, thanks. please let me know what you think. cheers.
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