ctf_Silo

Discussion in 'WIP (Work in Progress)' started by ShadowMage, Jan 23, 2009.

  1. ShadowMage

    ShadowMage L1: Registered

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    -March 6, 2009-
    Been busy with many things, but I've gotten quite a bit of work done on the map since the last update. Here's some new screen shots. Tell me what you think!
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    -Jan 30, 2009-
    Start to flesh-out the main battlefield in Hammer.
    Put Silos and train cars in to get a rough scale of the final size and scale of the map. More will come later!
    [​IMG]

    -Jan 22, 2009-
    Did a quick model of the middle battlefield in SketchUp.
    [​IMG]

    -Jan 21, 2009-
    Drew a quick sketch of the middle battlefield, figuring out some aesthetic and environmental elements such as train tracks, silo system.

    -Jan 20, 2009-
    I've decided to start a little blog-esque thread to help track my progress with this map. I'm new to the whole mapping thing, so any constructive comments on either my techniques or my maps are more than welcome.

    Drew up some quick sketches in MS Paint to get a rough idea of what the map may look like.
    [​IMG]
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    Last edited: Mar 7, 2009
  2. MangyCarface

    aa MangyCarface Mapper

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    I actually love the simplicity of the aboveground areas. The tunnels, I'm not sold on gamepaly wise...

    If you'd like to do this map right, and I'd like to see it done right, start in dev textures and playtest often (http://forums.tf2maps.net/showthread.php?t=4031). The basement may need work over time.
    Additionally, make sure your passages into the basements are constructed such that visibility is blocked very well. Your top area is very open and thus almost impossible to optimize, but if you keep it relatively simple and use a lot of tricky 3d skybox techniques it should still run alright. I'm assuming the red and blu bricks are the freight containers? If so, keep that scale! It will be excellent. A couple catwalks between each silo directly, as well as staircases up to that level on the outer silos, would make gameplay in the middle more interesting for spies, scouts and maybe even snipers. I'm not sure from your first sketch, but did you intend there to be water? I'd advise against that in this size a map, especially with my optimization forewarnings.

    Keep it up~
     
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  3. ShadowMage

    ShadowMage L1: Registered

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    The color rectangles are actually actually going to be freight containers on train flatbeds. I'm REALLY trying to reflect how valve made maps that have some sort of "logic" to them. I.E. in Granary, Red base is a grain farm and Blu base is a bread factory. I'm trying for a loading area for grain onto trains, hence the trail tracks go below the spouts of the silos.

    As for the basement, that's COMPLETELY undecided; I want a sort of small base that allows the team to get in and out quickly and easily, hopefully prevent the stalemates we see on 2fort. I'd also like to get most of the action going on the outside in the big, open area.

    I did design it so Scouts should be able to get up on top of the catwalks around the Silos, and Soldiers and Demos can definitely rocket jump up there. But now that you mention Spies and Snipers, I now wonder if I should make that accessible to all the classes. That would allow for some interesting tactics with dropping down on the enemy and surprising them.

    Finally, I was planning there to be some sort of sewer-esque area beneath the main battlefield, this would allow people to move through it without being bothered by snipers and be able to sneak into, or atleast get closer to, the enemy base. The water in my original sketch is where a hole would be to drop down to the lower level, something I haven't designed yet.
     
  4. Nineaxis

    aa Nineaxis Quack Doctor

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    How many maps named silo are there now?
     
  5. Invictus

    Invictus L1: Registered

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    The main battlefield looks pretty good. I agree that the upper part of the silos should be accessible to more classes; they let players trade security for tactical advantage. For example, the middle silo lets snipers fire over most of the cover that inhibits rear-echelon snipers, but it also leaves them exposed to counterattack.
     
  6. Altaco

    Altaco L7: Fancy Member

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  7. ShadowMage

    ShadowMage L1: Registered

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    I could change the name of the map if you want. I'm certain I could come up with something else.
     
  8. Nineaxis

    aa Nineaxis Quack Doctor

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    Yeah, there's a few names that consistently show up (factory, warehouse, silo) that could/should be avoided.
     
  9. ShadowMage

    ShadowMage L1: Registered

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    Well, I can't really think of another name that would work. I basically need to keep "silo" in there somewhere because that's both the main feature of the map, and what the two bases are hiding, missile silos and what-not. I figure I could add something to the name, but I'm not really sure what I could add that would still fit the map.
     
  10. ShadowMage

    ShadowMage L1: Registered

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    Did an update today. What does everything think about the scale of the battlefield (not the ENTIRE map, but most of it) so far? Once again, all constructive comments are welcome.
     
  11. ShadowMage

    ShadowMage L1: Registered

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    Yet another update. Finally, getting to seem some progress, eh?