Well, I've just released cp_ironbowl_b1, which is my first TF2 map. (I'd made several CS:S maps years ago, but we won't talk about those...)
I've already been working on this map for several months. It's a multi-stage attack/defend control point map, similar to Dustbowl, but rather than having a forced respawn between stages, I'm using lasergates to control where BLU can go for each of the three stages.
I have dynamic arrow models (the same ones used in tc_hydro) always pointing the way to the next control point. Also, I have mining cart rail-tracks throughout the level that more or less guide the player in the right direction.
<B1 screenshots snipped, B7 screenshots available below>
I'm still working on some of the detail brushwork and texturing. In the next beta, I hope to include a 3D skybox and soundscape, in addition to several tweaks to the gameplay balance.
I'm looking for lots of feedback, especially in regard to the gameplay balance. What worries me is that some of the stages will be either too easy or too difficult to capture. I may have to alter capture times, or even add/remove certain corridors in the map. I've tried to judge the balance the best that I can while running around in it on my own, but what it really needs is some genuine pitched battles between legitimate teams of players.
If anyone decides to host this on their server, please let me know! I'd love to participate and get any in-game constructive or destructive criticism! You can download the map from the TF2Maps.net database.
<URL for B1 removed, URL for B7 available below>
Please post any feedback or email me at Dev.Ironbowl@gmail.com!
Thanks!
- hydrage
EDIT:
B7 now available here:
http://forums.tf2maps.net/downloads.php?do=file&id=991
I've already been working on this map for several months. It's a multi-stage attack/defend control point map, similar to Dustbowl, but rather than having a forced respawn between stages, I'm using lasergates to control where BLU can go for each of the three stages.
I have dynamic arrow models (the same ones used in tc_hydro) always pointing the way to the next control point. Also, I have mining cart rail-tracks throughout the level that more or less guide the player in the right direction.
<B1 screenshots snipped, B7 screenshots available below>
I'm still working on some of the detail brushwork and texturing. In the next beta, I hope to include a 3D skybox and soundscape, in addition to several tweaks to the gameplay balance.
I'm looking for lots of feedback, especially in regard to the gameplay balance. What worries me is that some of the stages will be either too easy or too difficult to capture. I may have to alter capture times, or even add/remove certain corridors in the map. I've tried to judge the balance the best that I can while running around in it on my own, but what it really needs is some genuine pitched battles between legitimate teams of players.
If anyone decides to host this on their server, please let me know! I'd love to participate and get any in-game constructive or destructive criticism! You can download the map from the TF2Maps.net database.
<URL for B1 removed, URL for B7 available below>
Please post any feedback or email me at Dev.Ironbowl@gmail.com!
Thanks!
- hydrage
EDIT:
B7 now available here:
http://forums.tf2maps.net/downloads.php?do=file&id=991



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