- Aug 26, 2011
- 49
- 2
Phew! I'm back after a far-too-long hiatus from my mediocre mapping skills! Do you care? Neither do I, so back to the map...
Story:Set (or to be set rather) inside an abandoned liqueur plant deep inside the Teufort Mountains, the rival companies RED and BLU scramble to control the plant and restore their dangerously-sober Demomen to a healthy drunken heap.
Design Theory: There were some things that I didn't really plan out (actually quite alot of said things), so forgive me if I skip over large portions of the map. I am also no master designer; if my logic seems suspiscious, off or downright wrong, it probably is.
The middle was designed in a similar manner to Granary in that the point itself is exposed and relatively open, but i've toned down the height advantage so that Soldiers and Demomen aren't as dominant as they otherwise would be. Admittedly the resemblance to Granary was coincidental; I merely sketched out the design on paper and noticed the similarity when mapping it out.
The "garage" is based on Granary's version and the lobby of Badlands, although I slanted it downwards to (hopefully) make pushing easier and I added the barrel rack for both aesthetics and as some marginal cover. The upper lobby was very much based off of Badlands and was made to help people on the balcony to withdraw, as well as giving a height advantage to the attackers (I also thought it would be conducive to rollouts).
The seemingly random barrels on the 2nd point balcony were made to minimize the sniping risk from defenders at spawn from the overhead tunnel area. The tunnel itself was designed less as a pushing place for the attackers and more so as a place for the defenders to push out. It could be used for an alternate route, but I decided that it would be to hard to get through under normal circumstances and so I added the underground tunnel and the barrel rack tunnel.
The tunnels for pushing to last were designed so as to give the attackers many options from which to push while still allowing the defenders to push out effectively. Spawns were places wherever I felt were good branching points while not being too far forward; health/ammo packs were placed wherever I felt they would be needed in what I envisioned would be heavily contested areas.
Aesthetics currently don't have that much rhyme or reason to them, i'll be working on them throughout the alpha and beta (e.g. filling up the big empty room at 2nd)
Please note that many of the props, brushes, textures, lights, etc. are placeholders and will be changed eventually.
Areas Of Concern:These are things that I am currently concerned about gameplay wise. There are probably more issues, but off the top of my head i'm worried about:
Not enough routes for pushing Mid/2nd
Map Size is Too Small
Routes are too small
Cap Times (Too long? Too Short?)
Spawn Positions
Classes Being too Powerful
Sightlines
I'd very much appreciate any constructive criticism for my map, and suggestions are welcome
Story:Set (or to be set rather) inside an abandoned liqueur plant deep inside the Teufort Mountains, the rival companies RED and BLU scramble to control the plant and restore their dangerously-sober Demomen to a healthy drunken heap.
Design Theory: There were some things that I didn't really plan out (actually quite alot of said things), so forgive me if I skip over large portions of the map. I am also no master designer; if my logic seems suspiscious, off or downright wrong, it probably is.
The middle was designed in a similar manner to Granary in that the point itself is exposed and relatively open, but i've toned down the height advantage so that Soldiers and Demomen aren't as dominant as they otherwise would be. Admittedly the resemblance to Granary was coincidental; I merely sketched out the design on paper and noticed the similarity when mapping it out.
The "garage" is based on Granary's version and the lobby of Badlands, although I slanted it downwards to (hopefully) make pushing easier and I added the barrel rack for both aesthetics and as some marginal cover. The upper lobby was very much based off of Badlands and was made to help people on the balcony to withdraw, as well as giving a height advantage to the attackers (I also thought it would be conducive to rollouts).
The seemingly random barrels on the 2nd point balcony were made to minimize the sniping risk from defenders at spawn from the overhead tunnel area. The tunnel itself was designed less as a pushing place for the attackers and more so as a place for the defenders to push out. It could be used for an alternate route, but I decided that it would be to hard to get through under normal circumstances and so I added the underground tunnel and the barrel rack tunnel.
The tunnels for pushing to last were designed so as to give the attackers many options from which to push while still allowing the defenders to push out effectively. Spawns were places wherever I felt were good branching points while not being too far forward; health/ammo packs were placed wherever I felt they would be needed in what I envisioned would be heavily contested areas.
Aesthetics currently don't have that much rhyme or reason to them, i'll be working on them throughout the alpha and beta (e.g. filling up the big empty room at 2nd)
Please note that many of the props, brushes, textures, lights, etc. are placeholders and will be changed eventually.
Areas Of Concern:These are things that I am currently concerned about gameplay wise. There are probably more issues, but off the top of my head i'm worried about:
Not enough routes for pushing Mid/2nd
Map Size is Too Small
Routes are too small
Cap Times (Too long? Too Short?)
Spawn Positions
Classes Being too Powerful
Sightlines
I'd very much appreciate any constructive criticism for my map, and suggestions are welcome
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