So, I've started brainstorming for my second map, ctf_hedge_maze.
Concept Picture (Top-Down View)
Basic Rules:
Capture the Flag: 4 captures to win
There is one flag
There are two alternating flag spawn areas
There are two alternating capture areas for each team
Basic Layout:
Top-Left: Red Capture 1 == Top-Right: Blue Capture 1
Bottom-Left: Red Capture 2 == Bottom-Right: Blue Capture 2
Center-Left: Blue Spawn == Center-Right: Red Spawn
Top-Center: Intel Spawn 1
Center-Center: Intel Spawn 2
The Left and Right side are symmetrical with the exception of a vortex-like spiral maze in the center of the map.
Features:
-As the name implies, most of the map will be made up of grassy hedges.
-The "maze" aspect will not be very difficult, since I want the users to be playing in an environment that feels like a hedge maze. I don't think they should have to figure out TOO much.
-There will be guidance through the maze in the form of Signs, Beacons in the air (showing the active capture point), and Ground Lines ("Ah, like in hospitals? That's a *very* good idea" -dirtyminuth).
-Hedges will vary in height to allow various levels of jumping over-ness. Most will be just high enough to disallow scout-jumping over.
-While standing on a hedge, players will be forced to crouch
-There will occasionally be "gaps" through the hedges that players can crouch to go through.
-The Center-Center Intel spawn will be in a room in the center maze. The middle room in this maze will have 2 doors. The door on the blue side will allow blue to enter one way and red to exit in the opposite direction. The door on the red side will allow red to enter one way and blue to exit in the opposite direction. Effectively, once you enter the room, you have to leave out of the other door.
-There will be plenty of out of the way dead-ends
Considerations for each class:
Scout: Can jump over some walls, can traverse maze quickly.
Pyro: Plenty of corners.
Soldier/Demo:Can jump over just about all walls
Heavy: Some walls may be shot through while standing.
Engineer: Plenty of places for Sentries/Exit Teleporters
Spy: Plenty of out of the way dead ends to hide
Medic: Many people are anticipated to get hurt
Sniper: A few longer hallways and corner-pathways for sniping.
Things I need to make/find:
-Good textures/sounds for hedges and hedge interaction
-Figure out how to force players to crouch
-Figure out how to do multiple alternating Intels/Capture Areas
Concept Picture (Top-Down View)
Basic Rules:
Capture the Flag: 4 captures to win
There is one flag
There are two alternating flag spawn areas
There are two alternating capture areas for each team
Basic Layout:
Top-Left: Red Capture 1 == Top-Right: Blue Capture 1
Bottom-Left: Red Capture 2 == Bottom-Right: Blue Capture 2
Center-Left: Blue Spawn == Center-Right: Red Spawn
Top-Center: Intel Spawn 1
Center-Center: Intel Spawn 2
The Left and Right side are symmetrical with the exception of a vortex-like spiral maze in the center of the map.
Features:
-As the name implies, most of the map will be made up of grassy hedges.
-The "maze" aspect will not be very difficult, since I want the users to be playing in an environment that feels like a hedge maze. I don't think they should have to figure out TOO much.
-There will be guidance through the maze in the form of Signs, Beacons in the air (showing the active capture point), and Ground Lines ("Ah, like in hospitals? That's a *very* good idea" -dirtyminuth).
-Hedges will vary in height to allow various levels of jumping over-ness. Most will be just high enough to disallow scout-jumping over.
-While standing on a hedge, players will be forced to crouch
-There will occasionally be "gaps" through the hedges that players can crouch to go through.
-The Center-Center Intel spawn will be in a room in the center maze. The middle room in this maze will have 2 doors. The door on the blue side will allow blue to enter one way and red to exit in the opposite direction. The door on the red side will allow red to enter one way and blue to exit in the opposite direction. Effectively, once you enter the room, you have to leave out of the other door.
-There will be plenty of out of the way dead-ends
Considerations for each class:
Scout: Can jump over some walls, can traverse maze quickly.
Pyro: Plenty of corners.
Soldier/Demo:Can jump over just about all walls
Heavy: Some walls may be shot through while standing.
Engineer: Plenty of places for Sentries/Exit Teleporters
Spy: Plenty of out of the way dead ends to hide
Medic: Many people are anticipated to get hurt
Sniper: A few longer hallways and corner-pathways for sniping.
Things I need to make/find:
-Good textures/sounds for hedges and hedge interaction
-Figure out how to force players to crouch
-Figure out how to do multiple alternating Intels/Capture Areas
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