[Contest entry] pl_tikka (AKA Tikka Canyon)

Discussion in 'WIP (Work in Progress)' started by Randdalf, Oct 6, 2008.

  1. Randdalf

    aa Randdalf

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    Last edited: Oct 6, 2008
  2. Shadow Scythe

    Shadow Scythe L2: Junior Member

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    I like what you've done with th look of the canyons in that second picture there. Keep it up.
     
  3. grazr

    aa grazr Old Man Mutant Ninja Turtle

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  4. Randdalf

    aa Randdalf

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    I constructed it that way, to keep it neater, I've tried to make it as curvy as possible... I think it works... I dunno, perhaps it'll look better when I add the 3d skybox.
     
  5. Zwiffle

    Zwiffle L6: Sharp Member

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    • Thanks Thanks x 1
  6. Randdalf

    aa Randdalf

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    That's kind of sort of what I'm aiming for. Thanks.

    I also made this overlay, what do you think? (It's a big overscaled on that screen)
    [​IMG]
     
    Last edited: Oct 6, 2008
  7. Inqwel

    Inqwel L6: Sharp Member

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    Nice. "Have Fun Dying!" at the end, right? Hard to read the last word.
     
  8. Bun

    Bun L1: Registered

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    This looks great, I'll suggest add some parts where you open it up alittle more, the road seems so narrow. ^^
    Also, love that overlay, good work. ;)
     
  9. Randdalf

    aa Randdalf

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    "Welcome to Tikka Canyon. Have fun dying!" is what it says, so yeah. Ironically, that font is called CutyFrutty.

    Yeah, this is only the first cap point area. I plan to have each cap focused around a different style of gameplay. This point is based around a narrow path through a canyon. The next one will be in an open crater-like area. The third will be through a sort of ravine, with battles going on either side of the cart, which gets escorted through a narrow ravine. The final cap will then be built around a sort of Gold Rush style chokepoint/indoorsy mine area. At least that's the plan.
     
    Last edited: Oct 6, 2008
  10. Void

    aa Void Local Man Unable To Map, Sources Say

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    You need an alternate exit out of the BLU Spawn, like Valve did with Badwater and Goldrush. They did that to prevent full spam walls on the one exit, where the BLU team has little to no chance of attacking.
     
  11. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    A good rule of thumb is 3. 3 exits to a spawn, 3 entrances from one area to another, and so on. You'll notice that this is usually, though not always, the case with valve maps. It is also important to make them distinct enough that they can't be controlled by 1 or 2 snipers/sgs
     
  12. Randdalf

    aa Randdalf

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    There are 2 spawn exits already, although I guess I didn't illustrate that well enough.
     
  13. Randdalf

    aa Randdalf

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    So here's some stuff I've done recently, the second cap area will be a largish lake area with the cart being pushed through a rise in the middle, while battles rage below. I've tried to block off snipers here with lots of rocks. Rocks are good :)

    So, here's some screens (I've still got to add some displacements in some places, and the bottom right area is not done at all on the birds eye view):

    [​IMG]

    [​IMG]

    I don't know about adding buildings yet, I'll have to think about it.