Fairbanks

Discussion in 'Map Factory' started by Spammish, Jan 13, 2010.

  1. Spammish

    Spammish L3: Member

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    My first map, Cp_Fairbank, a 5cp symmetrical map. The defining feature of this map is the middle cp with a thin, train-wide bridge (with working train) running over the cp, as well as 2 trains that pass by the cp on ground level. My aim was to provide large height variations that were not only accesible by mobility enhanced classes (scout, soldier, demo) without overpowering certain classes.
    If anyone has any suggestions, I'd love to hear them.
    This map is part of the TF2 World Rotation Server Project.
    Edit: Screenshots not yet updated to a4
     
    Last edited: Feb 8, 2010
  2. The Political Gamer

    aa The Political Gamer

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    Can we at least get a hammer screenshot or a drawing. :/
     
  3. Spammish

    Spammish L3: Member

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    Sure, I'll get one up tomorrow, I have/had a extremely basic layout drawing but I saw one picture that made me completely redesign the middle point, screens tomorrow :D
     
  4. Spammish

    Spammish L3: Member

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    Screenshot and download release bump :D
     
  5. absurdistof

    aa absurdistof

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    Looks nice but a little overscaled, especially the last 4 screenshots.
     
  6. Spammish

    Spammish L3: Member

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    Ye, I've been thinking of putting some ground level height changes in on some of those plainer more open areas to give them a bit more depth and make them seem a little smaller.
     
  7. Spammish

    Spammish L3: Member

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    a2 released :D
     
  8. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    looks big, but it's nothing you can't change!
     
  9. Spammish

    Spammish L3: Member

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    Ooh, thanks for saying that, it's actually became more enclosed in a2 from cover and such, although there are still some open areas, but I forgot to mention I haven't added new screenshots yet.
     
  10. Spammish

    Spammish L3: Member

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    A3 of Condor now out, with a name change to Fairbank, some drastic changes to the final cp to make it more confined and interesting.
    P.S. If a mod see's this, is it possible to change the thread title?
     
  11. zpqrei

    aa zpqrei Theme Changer Extraordinaire

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    Ask and thy shalt be done.

    It's done.
     
  12. Spammish

    Spammish L3: Member

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    A4 now released :D
     
  13. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    You need a standard 5cp map timer (see my library) and the gamerules needs to be sent SetStalemateOnTimelimit with a value of 1 when the map starts (ditto).
     
  14. Spammish

    Spammish L3: Member

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    Thanks, I'll put them in for a5, post gameday bump as well :D
    Edit: After looking through the demo, the most obvious change is to make it smaller and cut sightlines, I'll also probably remove the train running across the top and possibly re-add it if my concerns of spam from ontop the bridge becomes a problem. I'll move the 3rd point forward spawn forward and probably lower the final cp to make it more capturable as throughout the game it never got captured. Feel free to post any other suggestions.
     
    Last edited: Feb 11, 2010