CP Complex - Breaking up the battlefield

Discussion in 'Mapping Questions & Discussion' started by citoria, Mar 8, 2008.

  1. citoria

    citoria L1: Registered

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    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.

    [​IMG]

    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
     
  2. YM

    aa YM LVL100 YM

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    make a chasm in he middle (insta-death to anyone who falls in)
    Get some alpha paint on that ground texture!
    Add hefty supports to all those bridges.
     
  3. citoria

    citoria L1: Registered

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    I like the chasm idea, but more in the upward direction to stop pesky snipers from making this a long range battle.
    Alpha paint? I've only been using hammer for 5 days now so not sure what that it.
    And yup all the bridges are getting support, I got huge i beams under the 3nd and 4th captures, but the central bridge will have lots.
     
  4. YM

    aa YM LVL100 YM

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    Alpha paint is basically what lets you blend two textures together. texture the ground with a texture with "blend" in its name then make it a displacement, one of the buttons next to 'paint geometry' is 'paint alpha' it works just the same except it doesnt raise or lower the displacement, it makes the other texture show though, its good for adding variation into textures.

    Surround the chasm with large boulders then

    You should make huge elaborate supports that make a curvy A around the bridges and extend high above them, that would look cool
     
  5. citoria

    citoria L1: Registered

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    sounds lieka good idea, but what do you mean by curve A around the bridges?
     
  6. Shmitz

    aa Shmitz Old Hat

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    That's a pretty significant distance between the 2nd and 3rd control points. You might consider shrinking that big empty middle area a bit. If you put in a chasm, I would suggest the logical place for it would be starting underneath the "north" bridges that go up to point 3, and snaking down under the middle bridge to go between those two mountain walls in the middle (the ones that kind of look like a dotted 'i').

    As a side note, purely as a matter of courtesy, you might want to think of a different name so as to avoid confusion with dom_complex.
     
  7. YM

    aa YM LVL100 YM

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    Like an A frame. two suports each side of the road that start at the ground and curve towards the road untill they touch each other high above it, a bit like this :-

    [​IMG]
     
  8. citoria

    citoria L1: Registered

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    Thanks for the ideas guys, and it is only called comples for my purposes I am still working on the final map name.
     
  9. Shmitz

    aa Shmitz Old Hat

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    Oh, also, where will forward spawns be?
     
  10. citoria

    citoria L1: Registered

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    I am actually still trying to work that out. I was think that what ever structrue I build in the center migh house it
     
  11. lerlerson

    lerlerson L2: Junior Member

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    Here's an idea for you, there's a big chasm in the very middle (as suggested earlier), kind of like a gouge in the ground. On the sides of this chasm are fences with Decals warning about falling in. There are also two buildings on each side, one near the middle and one near the bottom, that have a bridge connecting to the one opposite them. These buildings can house the forward spawns, the one on the top being unlocked when you have control of the middle CP, and the one on the bottom being unlocked when you have control of the second-to-last-CP.

    And you can call it CP_Fissure or CP_Gouge.

    Just an idea.
     
  12. Paria

    Paria L5: Dapper Member

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    i think the word you were looking for is gorge, although gouge does refer to rocks in some forms, but i'd usually associate it with gouging someone's eyes out :D
     
  13. R!ghteous

    R!ghteous L1: Registered

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    Yeah but cp_gouge isn't a bad name for a map anyway :D
     
  14. lerlerson

    lerlerson L2: Junior Member

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    No, I was looking for gouge. You know, as in, a gouge in the ground? A gouge being a deep cut, so a deep cut in the ground, or a deep valley that isn't very wide.