TC Caprock

Waffe

L5: Dapper Member
Dec 2, 2012
230
203
It is suprisingly hard to make a circular level
Quick layout update! Warning: plenty of imaginary walls/ceilings

Overview:
6f5LwYX.png


A: a pile of gravel, surrounded by wooden structures, maybe storages?
http://i.imgur.com/b5oeFUe.png
http://i.imgur.com/NjnNta9.png
http://i.imgur.com/n2doxPI.png
http://i.imgur.com/BWzMzCx.png

B: pl_downward, upward-style
http://i.imgur.com/jIUxsKe.png
http://i.imgur.com/2z8KjpM.png

C (still undecided if I'll go with this one): cave with a death pit
http://i.imgur.com/AqUSFht.png

D : large elevator and death pit, preceded by a cave tunnel
http://i.imgur.com/Re1QA3V.png

E: missile thingy
http://i.imgur.com/SzTO0qG.png

F: computers n intel building
http://i.imgur.com/Qa6PL6k.png
http://i.imgur.com/evWna99.png
http://i.imgur.com/cAkJWIN.png - choke between E and F. Too choky? (384 HU wide + a fairly low)
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
Goodness, that looks really awesome. You better get a playable version soon, my excitement is peaking :p. I especially like the gravel pile idea for A - maybe just have the explode @ A be the cart running into up to the top of the pile? E's looking nice as well.

For the other pics, they look fine, but it'd be really helpful if there were a couple of tracks around so we could get an idea of where the cart is supposed to run. Then we'd be able to form opinions with a lot more certainty.

I feel like the low ceiling needs to maybe be centered on the middle of the depression and raised to maybe the height of either side. Also, maybe have a little path running round the left of the valley? As it is, you could definitely include a sightline so people could jump down.

When it comes to ideas for point locations, here's whatever I can think of right now:
  • Truck loading bay
  • Place with a grain silo or many grain silos (or gravel silos, I guess)
  • Underneath a radio dish tower thing
  • If the feel is kind of dustbowl/gravelpit, think about maybe doing 1 spytech, 2 industrial facades and 3 Farm style points - with facades in the proper places either side of the spytech. On the other hand, outdoor spytech doesn't really exist. Guess that would have to be a giant hanger or something (think Gorge, Well last point).
  • Elaborating on that last point: A, B, C are farmyard. D and F are industrial, and E is spytech.
  • From the screens, B is definitely the point with the least character. I'd suggest incorporating the grain silo or radio dish tower idea in there.
  • I think you may need more letter signs. This is the sort of map where you need one on each side of an area: one to let the defenders know where they are, and one to let the attackers.
  • Actually, it just occured to me that there may not be neutral point signs. Might that be an issue? I guess you could attach them to a team coloured building near by and pretend it's a logical extension of Upward. Otherwise you may have to team colour your areas and hope people don't care they're defending a Blue base on Red.
  • Oh, and I think the cave could work, but only if the cart path is relatively small, enters death pit chamber and then leads out, with a variety of tunnels around to make up for the nasty chokepoints. Think Dustbowl connectors.
  • A doesn't really look like a kind of pit explosion for the cart. I'd reccomend just doing the explode against the wall with a Badwater pit. That'd also make the deathpit points vs. non-deathpit points a bit more balanced. I'd even put railings around the deathpit at E, just to make it less like a deathpit. As Idolon said of koth_quarry, it turns out you can have too many deathpits. Depending on where the track goes, you don't even need to make B a deathpit either.
 
Last edited:

Waffe

L5: Dapper Member
Dec 2, 2012
230
203
Drawed the paths for the points without tracks:

Red is the main track, blue is the final cap track

Overview:
VHf1II2.png


B: (undecided where to place the cap)
http://i.imgur.com/tpfdzBR.png

C:
http://i.imgur.com/PKvwvpa.png

D : (stupid smileys)
http://i.imgur.com/HsVGoAZ.png

Also, the blue dev texture is used for the spawns. Orange dev texture is something I use for random measurement, and possibly detail, like back rooms etc.

I feel like the low ceiling needs to maybe be centered on the middle of the depression and raised to maybe the height of either side. Also, maybe have a little path running round the left of the valley? As it is, you could definitely include a sightline so people could jump down.

This is about the E-F choke, right? The valley is there to block a sightline of about 4-5k HU. I'll add a path around it, just to make sure it doesn't get spammed. What do you mean with including a sightline? (Where?)

All those suggestions

Thanks a bunch! I agree B is looks a bit boring, and lacks a certain landmark. Maybe I'll add a tower like in gravelpit(?).
I'll add the signs later (speaking of, I don't think there exist any F signs, do there?)
Might make A finale a push to some sort of hatch where the cart slides down and explodes inside the building/storage (a place which the players can't reach).
I thought going half desert/wood, half pine trees/gravel/mountains/concrete, with a huge structure (mountain or some sort of building) in the middle as a landmark.

Elaborating on that last point: A, B, C are farmyard. D and F are industrial, and E is spytech.

AB - Upward-ish, gravel, desert, wood
CD - Cave, brick, metal/wood, concrete
EF - More modern

Think Dustbowl connectors.

*shudders* Dustbowl...
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
On the screenshot that says "will add rollback ramp" on that elevator part of the level, is it going to go up slightly and then fall into the pit? Or do you actually mean that the elevator will be moved downward until it hits the bottom and will travel upward when no one is capping? (like a reverse hightower) :p
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
puxorb said:
On the screenshot that says "will add rollback ramp" on that elevator part of the level, is it going to go up slightly and then fall into the pit?
If I remember correctly, I'm fairly certain he means like Upward. On that note, you may want to make that D deathpit a little larger to make the scale more sensible. Wouldn't want the bomb knocking into the other side of the piton it's way down, would we?

(Picture @C)
Oh, I see what's going on there. Probably disregard my statement. The only thing I'd bring up is that some of these points definitely seem more defensible than others, simply from how short the track is. C's an obvious example of this: The whole area consists of a single 90 degree turn. To make up for that, you'll probably need to increase the strength of sentry/combo locations at those points.

Waffe said:
This is about the E-F choke, right? The valley is there to block a sightline of about 4-5k HU. I'll add a path around it, just to make sure it doesn't get spammed. What do you mean with including a sightline? (Where?)
Yeah, that's basically what I meant. What I meant when I was talking about sightline was basically what you say when your adding a path around it. So basically just ignore me. If I were you, I'd emulate the area between badwater 2nd/3rd.

Waffe said:
I'll add the signs later (speaking of, I don't think there exist any F signs, do there?)
There must be letters for cp_steel, surely? If not, you can always take the E sign and photoshop off the flat bit on the bottom (E -> F)

Waffe said:
I thought going half desert/wood, half pine trees/gravel/mountains/concrete, with a huge structure (mountain or some sort of building) in the middle as a landmark.
Not sure what you mean by desert/wood, especially if the other half is pine trees. If by desert, you mean Badlands style or possibly Upwards, I think making the other half Alpine will be really jarring (they are not really biomes you can find together). I'm confused.
 

Waffe

L5: Dapper Member
Dec 2, 2012
230
203
Layout so far:

Lz2pDbV.png




Now begins the struggle with logic; One hour in and I'm already rolling my face on my keyboard.

8zHJHRz.png


Not sure what you mean by desert/wood, especially if the other half is pine trees.

Savanna-ish type. Definitely not alpine + desert
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
Don't feel too bad. Valve still has the same issues. What's that orange thing going through the center? A tunnel?