Babel
Have you ever looked at picture of a DNA molecule, and thought to yourself "Wouldn't that be cool geometry for a Quake level? I should make one." Well I certainly have thought that many times over the years, and I finally got around to trying to make it. However it's 2009, so I made a TF2 level instead.
So, since this is my first map ever, I tried to keep it relatively simple and center it (literally) around a simple design: A single-stage payload race to the top of a double-helical tower. Payload race seems like a natural fit for a double-helix shape, with each team's track on a different helix.
I didn't like the idea of forward spawns on the top of the tower, since they would be too cramped or else make the tower too large. So there are several wind-tunnels to get up to different levels of the tower. Not standard TF2, but hopefully it flows well. Sniping the open area around the tower is a concern, so there are 3 underground paths to leave the spawn buildings, which should also help alleviate spawn camping.
This is an alpha release, so still has dev textures, weird-looking displacements, and other issues I plan to fix.
Any feedback is welcome!
Credit to Boojum Snark for Ultimate Mapping Resource Pack, and III_Demon for custom track piece model.
Have you ever looked at picture of a DNA molecule, and thought to yourself "Wouldn't that be cool geometry for a Quake level? I should make one." Well I certainly have thought that many times over the years, and I finally got around to trying to make it. However it's 2009, so I made a TF2 level instead.
So, since this is my first map ever, I tried to keep it relatively simple and center it (literally) around a simple design: A single-stage payload race to the top of a double-helical tower. Payload race seems like a natural fit for a double-helix shape, with each team's track on a different helix.
I didn't like the idea of forward spawns on the top of the tower, since they would be too cramped or else make the tower too large. So there are several wind-tunnels to get up to different levels of the tower. Not standard TF2, but hopefully it flows well. Sniping the open area around the tower is a concern, so there are 3 underground paths to leave the spawn buildings, which should also help alleviate spawn camping.
This is an alpha release, so still has dev textures, weird-looking displacements, and other issues I plan to fix.
Any feedback is welcome!
Credit to Boojum Snark for Ultimate Mapping Resource Pack, and III_Demon for custom track piece model.
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