I've been working on this map for a week now. The idea is similar to badlands, 5 control points, race for the central point and then fighting the enemy back into their base. The layout as you can see take a 'W' shape.
Layout
-Teams rush for the central control point, located in top building
-Second control point on elevated platform connect through small buildings to final control point and enemies base.
-Alot of elevation, players going up ramps, cliffs, or rocket jumping right up.
-Main spawn has to front exits to their control point and 2 back entrances to flank enemies.
Considerations for each class:
Scout: Plenty of distance area, and lots of short cuts for the double jump
Pyro:Map broken into tight buildings to plent of small rooms and corners
Soldier: Rocket jump to areas and high points to rocket down on.
Demo: Lots of open windows to bombard points or door ways to lay stickies
Engineer: Plety of spaces protected to build guns to cover points
Spy:Using extra spawn exits to avoid heavily combat areas, lots of corners for recharging.
Sniper:Sniper positions on each post ( a little to open right now)
Heavy: Working on breaking up the map for cover.
Medic:Same as above.
So as you can see above, right now it is very open in the center. And if your a sniper I am sure you are happy the way it is, but sorry its gonna change. I am looking for advice or ideas of how I can break up the open space, and still have that long bringe in the center, with views to each others base. I am thinking of either a series of broken buildings along the way for cover, or a large strucutre in the center (above the black dot near the bridge). I also havent worked out where forward spawns will go, casue if you take over the central point it wouldnt be any shorter to spawn there to go for the fourth.
Any suggestion on breaking this battlefield up? Feel free to draw on the image with photoshop too!
~LDM
Layout
-Teams rush for the central control point, located in top building
-Second control point on elevated platform connect through small buildings to final control point and enemies base.
-Alot of elevation, players going up ramps, cliffs, or rocket jumping right up.
-Main spawn has to front exits to their control point and 2 back entrances to flank enemies.
Considerations for each class:
Scout: Plenty of distance area, and lots of short cuts for the double jump
Pyro:Map broken into tight buildings to plent of small rooms and corners
Soldier: Rocket jump to areas and high points to rocket down on.
Demo: Lots of open windows to bombard points or door ways to lay stickies
Engineer: Plety of spaces protected to build guns to cover points
Spy:Using extra spawn exits to avoid heavily combat areas, lots of corners for recharging.
Sniper:Sniper positions on each post ( a little to open right now)
Heavy: Working on breaking up the map for cover.
Medic:Same as above.
So as you can see above, right now it is very open in the center. And if your a sniper I am sure you are happy the way it is, but sorry its gonna change. I am looking for advice or ideas of how I can break up the open space, and still have that long bringe in the center, with views to each others base. I am thinking of either a series of broken buildings along the way for cover, or a large strucutre in the center (above the black dot near the bridge). I also havent worked out where forward spawns will go, casue if you take over the central point it wouldnt be any shorter to spawn there to go for the fourth.
Any suggestion on breaking this battlefield up? Feel free to draw on the image with photoshop too!
~LDM