Hazards

M

Mindcrime

I'm working on a map now that I want to include some environmental hazards in... providing they fit the theme. I was wondering what types of map hazards seem popular among the TF2 mappers out there. Looking back at some of the Valve maps, I can't think of too many short of the trains on Well.
 

DJive

Cake or Death?
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Dec 20, 2007
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Train and drowning are about the only 2 i can think of. Someone here was toying with a fire pit, not sure the progress on that thought. As far as fit though, really IMO moving object *train/car/plane etc* fits, BUT because of the limited maps out and tons of ideas floating who's to say what does and doesn't =) Experiment and maybe that telefrag idea will be a hit!
 
P

Pegg

fire doesnt work. I think that crushing walls would work quite well (easy to do aswell)

Set a trigger_multiple in a room connected to 2 doors in and out and the 2 walls, make all 4 of them different func_doors and then put func_hurt on th front of the 2 walls, parent them and hey presto, you have a killing room with walls that come in. I think.

Dropping from a great height is a good one. But really all there is is trains and mining carts
 

DJive

Cake or Death?
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Dec 20, 2007
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pendulum of death is ALWAYS a fav of mine =)
 

Snipergen

L13: Stunning Member
Nov 16, 2007
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Would be cool indeed, or something that lauches you in the air. Just dont focus too much on the gimmicks :p
 

ryodoan

Resident Bum
Nov 2, 2007
409
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Well, another popular hazard that I am noticing is the bottomless pit / really far drop. Its actually in one of the official maps (I think one of the hydro maps), and I have seen it in several custom maps as well.
 

DJive

Cake or Death?
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Dec 20, 2007
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Would be cool indeed, or something that lauches you in the air. Just dont focus too much on the gimmicks :p


Spring loaded capture point!

oooorrrr

A Destructable bridge! *bits and pieces*
 

ryodoan

Resident Bum
Nov 2, 2007
409
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I think Destructible bridges and / or objective points could be really cool for gameplay. Make it so that instead of defending a capture point you need to defend a part of the map, as in, you need to stop a bridge from being destroyed, or by blowing apart some wall you gain easier access to their intel.

One thing that comes to mind is the possibilities for an assault map, I dont know how many of you all played Return to Castle Wolfenstein, but my favorite map was a beach invasion map.

The defending team started in a fortress that had emplaced guns and a high wall with no entrances between them and the beach. The attacking team started out exposed on the beach and needed to make it to the wall, then either blow up a section of the wall, or blow out a door. After this they had to get into the base and capture the intelligence, then go up to the radio room to drop it off. The beach had lots of rubble and wreckage the attacking team could use for cover, and the defending team quickly realizes the emplaced guns that they have are death traps because the attackers just would launch rockets at them and you were pretty exposed. Once the attackers made it through the wall the defenders usually were forced back into the main building which had several entrances and several different ways to get down to the intel making defense difficult, but not incredibly so.

In the chat room another idea I had for a fun / gimmicky map would be that you had to completely destroy some building / object of the opposing teams in order to win, but I cant really see it going anywhere.
 
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DJive

Cake or Death?
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Dec 20, 2007
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One thing that comes to mind is the possibilities for an assault map, I dont know how many of you all played Return to Castle Wolfenstein, but my favorite map was a beach invasion map.

The defending team started in a fortress that had emplaced guns and a high wall with no entrances between them and the beach. The attacking team started out exposed on the beach and needed to make it to the wall, then either blow up a section of the wall, or blow out a door. After this they had to get into the base and capture the intelligence, then go up to the radio room to drop it off. The beach had lots of rubble and wreckage the attacking team could use for cover, and the defending team quickly realizes the emplaced guns that they have are death traps because the attackers just would launch rockets at them and you were pretty exposed. Once the attackers made it through the wall the defenders usually were forced back into the main building which had several entrances and several different ways to get down to the intel making defense difficult, but not incredibly so.

I had that exact ide *kinda* in this thread.

Artillery, turrets, and, well, there's not a third thing, but still, oh my!

Would love to use around 2 of those plus the whole attack/defend play style.

now THIS would be a great joint effort map. *for mappers to team up on*
 

TheBladeRoden

L420: High Member
Oct 26, 2007
491
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Sometimes I think I can be a little gimmick-happy
but off the top of my head..

Artillery attacks
Laser sentries
lava pits (with tidal action!)
hypothermic water
intermittent steam jets
camouflaged walls that you can shoot people through
being trapped in a rocket blast chamber
platforms that start to sink when you step on them
Pretty much anything from a Mario game :D

just don't use all of those at once :p
 

Intraman

L4: Comfortable Member
Nov 4, 2007
191
0
Giant Bear Traps.
Invisible Platforms or Fake Floors (ie you just fall through them).
Gas Chambers (basically a Trigger_Hurt with a Smoke_volume).

Shame you can't have a large invicible monster of some type run around your map. That would be fun heh.
 

ryodoan

Resident Bum
Nov 2, 2007
409
117
The only two I would really HATE to see, and would probably just piss people off are the camo walls and fake floors.

Nothing makes me more angry than getting killed and not having any chance to avoid it.

Death chambers can be avoided or at least timed so you avoid them, but falling through a floor to your death when you dont even know its there is kinda lame, same with being shot from a wall that you didnt know was invisible.

I can see it now, someone setting up a sentry behind the fake wall and mowing everything down that goes by.
 
M

Mindcrime

Well, I'm creating one map right now... just tweaking the concept more then mapping just yet actually. "Booby trapped bridge" is the name in progress.

A player can push a button and drop the bridge in a reverse 90 degree angle downwards. The players on the bridge will fall into a chasm and may either land a decent distance down in a stream or land on the jagged rocks below.

About 2 player lengths above the rocks I have a func_hurt that deals about 500 damage to any poor sap unlucky enough to fall into it (although it appears like they fall into and hit the rocks). It's fun watching the corpse bounce on the rocks :) Only bug is a Demo man could double sticky himself up into that zone from the canyon floor... rockets jumps and scouts are safe though.

Fire might work in some situations. Ever notice the last cap point in Well... the one underneath a missile? What if the missile engines ignited? :D

The irony I always found in any Team Fortress I played was the lack of said "fortress". It's just a wide open building for anyone to walk through. Also toying with making a map that had a sealed base on either side that had to be breached before the opposing team could enter. Only one cap point per team; if the enemy caps it, they win and you lose.
 

ryodoan

Resident Bum
Nov 2, 2007
409
117
The irony I always found in any Team Fortress I played was the lack of said "fortress". It's just a wide open building for anyone to walk through. Also toying with making a map that had a sealed base on either side that had to be breached before the opposing team could enter. Only one cap point per team; if the enemy caps it, they win and you lose.

I completely aggree with this statement. I really want an assault / defense map (one team is assault, one team is defense) where the assaulting team needs to actually breach a fortress.

Castle is sort of like this, but I feel its to open to really be a "Fortress" there are not enough singularly important chokepoints, rather there are several important chokepoints.

On the surface I think multiple important chokepoints look good, but in the end it makes defense much, much harder.

If you look at 2fort, there are several places a single engineer can set up shop and effectively defend the intelligence against a light - medium assault, or at least provide a delay in the assault for help to arrive. (the intel room, the entire intel floor really, behind the battlements on the overlook). For many of valves maps this is true, there are 1 or 2 places on a map where a single engineer can hold a chokepoint.