[IDEAS] The TF2 Mapping Idea's Thread

Discussion in 'Tutorials & Resources' started by shadowslasher11, Apr 13, 2014.

  1. shadowslasher11

    aa shadowslasher11

    Messages:
    392
    Positive Ratings:
    326
    Let's face it, we've all had those times where we needed some ideas or inspiration to come to us before we continue/create a map for a video game. For those without ideas, we've tried to drag our ways through the barrel of issues we come across when trying to make an idea seem good or bring something to life.

    So, why not introduce some ideas to those who need them, or a form of inspiration to keep us building and expanding this community so we'll have more to do in the future. Let's get some ideas rolling for those who need them, and inspiration for those who want to create.

    I know there's WorldOfLevelDesign's tutorial on the whole '100 ideas for levels', but sometimes it's slightly harder to create something from the real world into TF2, and that's what I want this thread to focus around. The more cartoonish world of TF2, rather than full on realism of the ideas sparked around his tutorial.
     
  2. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,745
    • Game modes
      • Control points
        • 5cp
        • A/D
        • Koth
        • Arena
        • TC
        • Domination
      • Payload
        • A/D
        • PLR
      • Capture the Flag
        • Standard
        • Invasion
        • Koth
        • TC
        • Special Delivery
      • MvM
    • Locations
      • Death Valley
      • Rocky Mountains
        • Lush forrest alpine
        • Snowy alpine
      • Australian desert
      • Mansion
      • The Underworld
      • The Moon
    • Activities
      • Power plants
        • Coal
        • Gas
        • Nuclear
        • Wind
        • Solar
        • Hydroelectric
      • Mining
        • Gold
        • Coal
      • Farming
      • Logging
      • Shipping
        • Trains
        • Ships
      • Rocketry
      • Spying
     
    • Thanks Thanks x 4
  3. theharribokid

    aa theharribokid

    Messages:
    867
    Positive Ratings:
    806
    • Game modes
      • Medieval
      • Payload
        • Ball Escort
      • Capture the Flag
        • Capture Some Flags
    • Locations
      • Swampland/Marshland
      • Castle
      • Chinese City Streets
    • Activities
    • Mining
      • Gold/Australium
      • Diamonds
      • Oil
     
    • Thanks Thanks x 2
  4. RubbishyUser

    RubbishyUser L7: Fancy Member

    Messages:
    414
    Positive Ratings:
    242
    EDIT: Read small print. Damn Guys, you basically covered literally everything. Only thing left is to mention custom packs such as the Swamp, Construction and Japan packs.
     
    Last edited: Apr 15, 2014
  5. shadowslasher11

    aa shadowslasher11

    Messages:
    392
    Positive Ratings:
    326
    Well I was thinking more along the lines of map ideas. o_O
     
  6. xzzy

    aa xzzy

    Messages:
    815
    Positive Ratings:
    393
    Most of my dumb ideas come from playing an existing map that has an area I particularly enjoy, and trying to build something new around it. Or implementing a dumb idea for a joke map I read on a forum somewhere.

    Sometimes I just want to try something new and see how it works, which resulted in the stink bomb of a map I put in the last 72 hour contest. In my mind there's no idea dumb enough that it can't be made into a fun map, so whenever inspiration strikes just hang onto it and see what you can do. The worst that can happen is you waste a weekend and find out it doesn't work.
     
    • Thanks Thanks x 1
  7. Grizzly Berry

    aa Grizzly Berry

    Messages:
    431
    Positive Ratings:
    342
    Spire.
     
    • Thanks Thanks x 6
  8. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

    Messages:
    1,479
    Positive Ratings:
    1,369
    medieval plr map where you push a ram towards the other teams castle gate
     
    • Thanks Thanks x 2
  9. woodx

    woodx L1: Registered

    Messages:
    44
    Positive Ratings:
    22
    holy shit, genius!

    I often think about medieval theme. Any standart game mode would look different with castles.
     
    Last edited: Apr 16, 2014
  10. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,871
    Positive Ratings:
    1,131
    people get their ideas from anything, thats like asking to teach you smalltalk
     
  11. radarhead

    aa radarhead Level 20 "Mapper"

    Messages:
    1,011
    Positive Ratings:
    546
    Winter CTF where teams have to steal firewood and stick it in a big furnace to heat their base.
     
    • Thanks Thanks x 3
  12. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

    Messages:
    1,479
    Positive Ratings:
    1,369
    Thats a wrap.

    I had an idea for a football ctf map once. I think i'll use this idea for that.
    The objective could be that the teams has to get firewood for the furnace, because they are trying to dry their wet socks. First team to get fuzzy, dry, warm socks wins and gets hot chocolate.

    Hell, chairs and small tables with hot chocolate could even rise from the floor when that happens.

    Yep, xmas map 2014, here i come.
     
    • Thanks Thanks x 2
  13. takabuschik

    aa takabuschik

    Messages:
    663
    Positive Ratings:
    316
    I'd like to add a few:
    • Game modes
      • Control points
        • A/D
          • 3x2 (multistage)
          • 2cp (gorge)
          • 3cp (mountainlab)
          • 3cp piramid (G-pit, degrootkeep)
          • 4cp
          • 5cp w/ main cp (steel)
      • Payload
        • tag of war (waste, dogbread)
      • MvM
        • cp mvm (intercept, mannhattan)
    • Locations
    • Activities
      • mann-co factories
      • fake mann-co factories
      • other mann-co oriented buildings (warehouses, stores, meuslems etc.)
     
    • Thanks Thanks x 1
  14. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

    Messages:
    1,264
    Positive Ratings:
    749
    Payload: Dual payload (1 team has 2 carts - using plr hud)

    Map gameplay sections:
    • Hillside
      • Higher side is only path, lower side is deathpit
      • Higher side is main, Lower side is flank
      • Higher side is flank
      • Multiple levels (upward at final pit has 3 levels of gameplay)
    • Canyon
      • Sides are at equal/vary at height
      • Sides can/cannot look to each other
      • Lower part has higher/lower protection
    • Dish
    • Bridge
      • Is main/Is flank
      • Has cover (2fort), has low cover (doublecross top section), has no cover (doublecross bottom bridge)
      • Has cover on 1 side (upward inside tunnel)
    • Tunnel
      • Thin and long (badwater, dustbowl)
      • Normal path width (gravelpit)
      • Wide (upward)
      • Single playable level (badwater, dustbowl, gravelpit)
      • Multiple playable levels (upward)
    • Train
      • Key in gameplay (well, freight)
      • Side effect (its there but you can generaly avoid it)
      • Fast (well)
      • Slow (freight)
    • Control point
      • Same height/High/Low
      • Low cover/High cover/stacked cover
      • Good reachable/Bad reachable (steel cp5 has both)
    • Pit
      • Lethal Yes/No
      • Main hazard (doublecross, steel, badwater in beginning - although not lethal there)
      • As feature but not a hazard usualy (many mvm maps)
    • 'Gimmick' Doorways
      • 2 way/1 way/1 way decided by status of captures
      • Opens on event (time - lumberyard/capture - steel)
      • Small and open when near (most 1 way doors)
      • Wide and open when near (granary, freight)
      • As pit (granary has 1 which ends near a forward spawn - that doorway is allways open)
     
    • Thanks Thanks x 1
    Last edited: Apr 18, 2014
  15. Dr. Spud

    aa Dr. Spud Grossly Incandescent

    Messages:
    879
    Positive Ratings:
    803
    A koth map that forces 0 gravity, and players bounce off of all surfaces.
     
  16. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,113
    Positive Ratings:
    6,085
    desert industrial

    no wait i'm keeping that
     
    • Thanks Thanks x 2
  17. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,219
    How do maps like Hydro or Dustbowl's last stage not already count as that?
     
  18. GooGuGajoob

    GooGuGajoob L12: Pro-crastinator

    Messages:
    166
    Positive Ratings:
    97
    The map theme of a Dockyard I think would work well for the style of older TF2 Maps like Hydro or Well that were very industrial based. With the use of the train car cargo props and cranes.

    I am currently trying to make such a map, attempting a TC layout but despite reading up on YM's blog about Territorial Control...it's just a bitch to design layout wise...so I dunno what game mode would be fitting.

    Currently:
    http://forums.tf2maps.net/downloads.php?do=file&id=5601

    The TC was going to include the 4 middle points with a Boat, a Crane, a Lighthouse and wasn't sure about the 4th. So far all I got is the FinalRed CP, but anyone is welcome to take the Dockyard idea for themselves.
     
  19. takabuschik

    aa takabuschik

    Messages:
    663
    Positive Ratings:
    316
    CP types:

    -spire (noticable, gives defenders highground, hard to climb and attack, useful for attacking scouts/soldiers/demomen) (G-pit's last, procces's 2nd, badland's 2nd)

    -on bridge (badlands' mid, 5gorge's 2nd, well's mid, gullywashe's mid)

    -inside a building (provides protection, limited enterance) (G-pit's a, b, Mountainlab's 2nd, dustbowl's 1st, 2nd and more)

    -on a ramp (more noticable, highground) (dustbowl's 2,1, 2,2, 3,1)

    -a dead-end (makes splash damage really useful for both attackers and defenders) (Badland's last, gullywash's last, Well's last)

    -deathpit (fun, harder to attack because some ways are imposible to get through) (mountainlab's last, nucleus, steel's last)

    (Hey, just got an idea- make nucleus a 2cp A/D map, w/ the current cp as last)

    -on top of a slope (highground for defenders, open area) (granary's last, dustbowl's 2,1)

    -on the bottom of a slope (lowground for defenders, open area (mountainlab's 1st)

    -in a hole (lowground for defenders) (A/D gorge's last, )

    -on flat ground (snakewater's mid, 2nd, granary's mid, procces's mid)
     
  20. shadowslasher11

    aa shadowslasher11

    Messages:
    392
    Positive Ratings:
    326
    I've got sorta a thing for trains at the moment. We need more trains. lol