- Nov 4, 2007
- 191
- 0
This is a map I've been working for about maybe 3 weeks to a month so far. It's a standard Capture the Flag type map with some bells and whistles to make things more interesting.
Setting/Theme/Background Story:
Yggdrasil Laboratories has develop a machine that allows them to create a pocket in time-space (kinda like the Tradis from Doctor Who). Instead of using it to store countless items in a seemingly tiny space, they decided to instead use it to create a training facility for their secret. Blah blah, how much back story do you really need for a map? I'll probably alter the story a bit anyway..
It's not like other TF2 maps, it doesn't take place in some industrial farm place or desert area. Instead it takes place in an underground lab where the spawn room is the only part of the lab that you see. In the spawn room there are special little "cubbies" (until I think of a better term) that will literally teleport players into the so-called "void" section of the map. As some extra detail, each team can see the void making machine and the other through the windows in each spawn room.
It was inspired by the Quake 3 type ctf maps that were basically floating platforms in a big black void. Of course I've tried to make my map less sniper friendly and players should find that it's relatively balanced for all classes. Like in Q3, falling into the void will turn you into bloody gibs and return the enemy's flag if you happen to be carrying it.
Completion:
Current Version: a1
Playable: Yes
Basic Blocking: 90% (Pretty much done, but may need some tweaking and alteration)
Lighting: 25% (with Temp lighting in place for the majority of the map)
Texturing: 0% (Mostly just Dev and Temp textures)
Detailing: 5% (Just some bits and piece here and there to help give direction)
Optimization: 0% (I didn't even start this, however the map is relatively small and should not be at all taxing on even older machines)
Things To Come:
~Must fix the round timer so something actually happens when it gets to 0. It was kinda funny when you here the voice count down to 0 and then nothing happens.
~Must add some railings to the outside path ways and make the pill boxes easier to defend.
~Fix the teleporters so you don't flicker between the spawn room and the map. (which is also quite funny)
~Make the fog thicker to help defend from snipers, or add some more cover. (Perhaps moving floating rocks hrmmm)
~Texture/Optimize/etc.
~Add sounds and prehaps even some sort of ambient music.
~Add a lower room/hallway for spies and pyros in each base.
Screens and Download:
As of now you can download the map here.
Here's some screenshots:
This one is from the Red Base tower/Flag Room looking out over the rest of the map.
This is in the Blue's Spawn room. Those inlets near the resupply are the teleporters. Each Room has 6, but you can only see three here.
An overview of the center area of the map. In future version those ramps will be displacements and the bridge in the center of the "pillboxes" will look much more interesting, but for now they just serve a function. The floating rocks can be easily walked acrossed and only require a little jump towards the opposite side that the player is traveling from.
This from the high bridge.
I hope to get a dedicated server up to test this map later once there are people who would like to test it.
Setting/Theme/Background Story:
Yggdrasil Laboratories has develop a machine that allows them to create a pocket in time-space (kinda like the Tradis from Doctor Who). Instead of using it to store countless items in a seemingly tiny space, they decided to instead use it to create a training facility for their secret. Blah blah, how much back story do you really need for a map? I'll probably alter the story a bit anyway..
It's not like other TF2 maps, it doesn't take place in some industrial farm place or desert area. Instead it takes place in an underground lab where the spawn room is the only part of the lab that you see. In the spawn room there are special little "cubbies" (until I think of a better term) that will literally teleport players into the so-called "void" section of the map. As some extra detail, each team can see the void making machine and the other through the windows in each spawn room.
It was inspired by the Quake 3 type ctf maps that were basically floating platforms in a big black void. Of course I've tried to make my map less sniper friendly and players should find that it's relatively balanced for all classes. Like in Q3, falling into the void will turn you into bloody gibs and return the enemy's flag if you happen to be carrying it.
Completion:
Current Version: a1
Playable: Yes
Basic Blocking: 90% (Pretty much done, but may need some tweaking and alteration)
Lighting: 25% (with Temp lighting in place for the majority of the map)
Texturing: 0% (Mostly just Dev and Temp textures)
Detailing: 5% (Just some bits and piece here and there to help give direction)
Optimization: 0% (I didn't even start this, however the map is relatively small and should not be at all taxing on even older machines)
Things To Come:
~Must fix the round timer so something actually happens when it gets to 0. It was kinda funny when you here the voice count down to 0 and then nothing happens.
~Must add some railings to the outside path ways and make the pill boxes easier to defend.
~Fix the teleporters so you don't flicker between the spawn room and the map. (which is also quite funny)
~Make the fog thicker to help defend from snipers, or add some more cover. (Perhaps moving floating rocks hrmmm)
~Texture/Optimize/etc.
~Add sounds and prehaps even some sort of ambient music.
~Add a lower room/hallway for spies and pyros in each base.
Screens and Download:
As of now you can download the map here.
Here's some screenshots:

This one is from the Red Base tower/Flag Room looking out over the rest of the map.

This is in the Blue's Spawn room. Those inlets near the resupply are the teleporters. Each Room has 6, but you can only see three here.

An overview of the center area of the map. In future version those ramps will be displacements and the bridge in the center of the "pillboxes" will look much more interesting, but for now they just serve a function. The floating rocks can be easily walked acrossed and only require a little jump towards the opposite side that the player is traveling from.

This from the high bridge.
I hope to get a dedicated server up to test this map later once there are people who would like to test it.
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