[IDEAS] The TF2 Mapping Idea's Thread

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

  1. Pale Drake

    Pale Drake L1: Registered

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    Power Plant

    Redmond and Bluetrach both own electric power plants.

    A attack-n-defend and control point map.

    Area Hazards include: Electricity and minor explosions.

    When the final control point is captured; everyone on the losing team that are still in their spawn are electrocuted(cowmangler death animation) and everyone on the winning team that's alive receives credit for the kills.
     
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  2. Clone5184

    Clone5184 L2: Junior Member

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    I had an idea for a public pool themed map that would be either Arena or KOTH. Plans fell through when I found out about TF2 simplified physics.
    The idea was that the central point would be on this floating platform in the water. Having too many people on one side would cause the point to flip over. The point could also be pushed around the pool, making a somewhat mobile point. Early playtests in a pre-pre-alpha version showed that the platform would react correctly with bullets, but players would find themselves getting stuck in the platform and falling through it.
     
  3. Zed

    aa Zed Certified Most Crunk™

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    A payload map where BLU needs to push a bomb to the correct point so that a train coming in soon after can blow it up.

    A payload map where BLU tries to blow up a lake that RED is using as a water supply.

    An underground payload race map where one team tries to destroy the other team's drill using their drill. Uses plr_orbit's gamemode logic and custom carts.

    Might actually make that last one.
     
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    Last edited: May 31, 2015
  4. Lain

    aa Lain heath ledger with some dreads

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    I thought about something like this last night, and I was thinking that each team would push a Trojan Horse (maybe not a horse because WACKY TF2 GUYS) through the enemy's castle gate.
    When the base Is reached, each team is sent back to their spawns and the game turns into a single point CP defense for the defending team. All players from the attacking team spawn inside of the horse and attack the base, and they have 2 minutes (maybe 1 life only?) to capture the CP.
     
  5. Crash

    aa Crash func_nerd

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    I had a silly idea a long time ago that probably wouldn't work with the HUD, but a medieval payload map where you push a massive trojan horse into the defenders base, into the courtyard of a castle. Once it's inside, it acts as a forward spawn. I figured a CP objective somewhere in the castle after that, but alas, HUD.
     
  6. Lain

    aa Lain heath ledger with some dreads

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    So i'm guessing you wrote that before you saw my post :p
     
  7. radarhead

    aa radarhead Oh?? You're a TF2 mapper? Where's your fursona

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    Steel-Type gamemode where all the optional points are captured my a payload track. The final, game-winning point is captured regularly.
     
  8. Crash

    aa Crash func_nerd

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    Holy shit, yeah that's crazy. That wasn't there when I wrote my post. I had this idea back when I made this crappy medieval map but didn't even remotely know how to do something like that.
     
  9. Lain

    aa Lain heath ledger with some dreads

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    I might do something with the idea then, probably gonna have to get someone who isn't shit at entity work to help me though.

    Also I think the hud problem could be fixed by just making the horses CPs that only stay capped when players are inside the triggers bounds, and neutral otherwise. This also might make it cool if the enemy could cap and push it backwards.
     
    Last edited: Jun 1, 2015
  10. 14bit

    aa 14bit L14: Bit Member

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    The original concept for plr_orbit was to have saw blades on the fronts of the carts and for the carts to split like in plr_split, but I decided that the wonky explosion physics were more fun for a joke map. Also, I do plan on updating the prefab soon now that I know a lot more about the I/O system.

    Another completely unrelated idea: why not a ctf map that makes use of the shotclock mode on the flag? If the map was quite open it could lead to some intense fighting over the flags. Maybe add in some healing for the defending team while they're on the dropped flag? *cough*i'm doing it for the 72h contest *cough*
     
    Last edited: Jun 1, 2015
  11. Moonfixer

    Moonfixer L5: Dapper Member

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    What about a 90 degree 5cp map.
     
  12. ReachForASkybox

    ReachForASkybox L1: Registered

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    I have considered a snowplow-esque A/D map featuring a drill instead of a train.

    The Drill moves towards REDs underground base vertically and BLU spawns at the top of the drill. There is an open point on the drill that is where the capture point is located. Once BLU caps, the drill moves downward until it stops and blue has to recapture the point. After the third point the drill hits the RED base and demolishes it.

    There are a multitude of problems, but I figure some elements are salvageable.
     
  13. Lain

    aa Lain heath ledger with some dreads

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    Random maps i have thought of at my 9-5

    pl_haleriver
    Blu is escorting equipment to the Thunder Mountains via the Hale River, Red won't let that happen without a fight.
    A payload map with a layout similar to Upward, but with the detailing of something like pl_Manngrove, reds payload is a medium sized boat, the combat will be stopped at certain points and Blu will have to wait for a tree to be moved from the river or something.

    rd_standoff
    Two brothers are having a fight over who can build the most brilliant robots. The solution to this? Hire mercenaries to destroy the each other, of course!
    Robot Destruction, when you reach the core limit you spawn a massive robot that you have to push like a payload cart to the enemies base. The bot then punches something important, destroying their base. The enemy can either deal damage to destroy the bot or Prevent it from getting to the core in time for it to run out of time and blows up, idk whatever is easier to implement.

    ctf_industry
    Well.. these Steam engines aren't going to power themselves!
    Working off the firewood idea. two teams have to take ever respawning firewood from the middle of the map and take it to their steam engines in their base. Each piece of firewood increases burn time by 45 seconds, but the firewood in the middle of the map spawns in 30 seconds, and procedurally takes longer to do so, all the way up to 2 minutes. This means you must steal the enemies firewood from their base as well, reducing their burn time by 45. If you take this to your base and capture you only get 20 seconds of burn.
    Will most likely fail depending on how easy it is to defend the engines / firewood.
     
    Last edited: Jun 7, 2015
  14. HolySnickerPuffs

    aa HolySnickerPuffs

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    Bumping this with a spawl of concepts I've had over the years that I either dropped pre-alpha or never even started on. Might pick one or two of these up eventually, but for now if you want to steal any of these ideas go ahead.

    koth_indevelopment
    A joke map that gets less "developed" as you get closer to mid. Spawn and it's courtyard would be fully detailed, the paths to mid would slowly shift from fully detailed to dev textures, and mid itself would look like a screenshot of Hammer, pseudo black void and all.

    mvm_goldturkey
    As opposed to Bigrock, the largest MvM map in-game, Goldturkey is an attempt to make the smallest MvM map while still having it be playable. Map is shaped like a question mark, with a large building in the center that RED can use for defending. Name was based on a Nation Lampoon LP my father was listening to when I came up with this idea, so it was by no means going to be the final name.

    tw_biodome

    Using UltimentM's "Turf Wars" experimental gamemode, Biodome has the teams fighting over 5/7 neutral points in a pair of biodomes. BLU's base would be set up in an arctic biodome, while RED's would be in a desert. The basic layout of each area would be symmetrical, but the theming of each area would add some asymmetricality. Where the arctic biodome has a lake with floating chunks of ice, the desert biodome has a cracked, dry riverbed. Since this gamemode has an odd number of points, a generic factory/lab-themed area in-between biodomes will hold 1 point, giving each biodome an equal number of points.

    cp_snowpass
    A modified version of artpass_valvebase. Features both a snowy urban theme, and a layout overhaul to make the map feel a bit fresher. Some changes I had planned were:
    • Opening up the high ground between A and B, giving it view of BLU spawn and giving RED a new spot to defend from
    • Moving B to above the RED base entrance. It's original location would be converted into a forward spawn for RED (pre A capture) and BLU (post B capture), as well as an Engineer cubby.
    • C would be outside. I don't remember how I planned to accomplish this, but I have it in my notes.
    ctf_kraftwerk
    A CTF map with a theme somewhere between Turbine and Hydro, the main path is mostly underwater, though the pipes connecting each team's water purification systems to the river at mid. Little side rooms would offer air pockets, pickups, and places to defend. The side paths are designed more like standard CTF levels. Name was a placeholder.

    koth_neogreece
    Inspired by TF2's depiction of a retro-futuristic Australia, Neogreece features Greco-Roman architecture with a diesel-punk twist. Mid is based on the Roman Pantheon, with a massive rotating satellite dish on top.

    ctf_dorange
    An A/D CTF map where BLU blows up a RED-owned bridge. Last is a fight through a dried-up riverbed, and at the end (taking cues from sd_doomsday) BLU has to ride a lift up to the center of RED's bridge to plant the bomb. Theme is in between Goldrush and Upward. Map idea and name come from Dr. Orange's self-titled map from a few years back. He removed a bridge in one of the updates and a couple people got really upset as a joke, myself included.

    pl_driftwood
    A swamp or maritime themed map I sketched up a few years ago, but didn't get very far into. I don't have any notes on this, only a 3-year old vmf with a satellite dish coming out of a fake lighthouse. I think that was supposed to be one of the capture points, or a detail bit on RED's base.

    ctf_bollocks
    An autumnal Mannpower map. The flag sits on top of a watertower surrounded by platforms in the middle of a deathpit. Each side has a handful of large, open barn-like buildings to set up defenses in, with mid being watertower-like buildings in a small forest. Name was, once again, a placeholder.

    cp_maschinen
    Medieval A/D, but with a stormy Frontline theme. The lore is that while the mercenaries arrived to the battlefield on one train/plane, their supplies and weapons were arriving on another, which was shot down. BLU makes their way through a muddy trench, past a trench-side base, to a RED-controlled gun manufacturing plant (which is out of metal anyway but REDs still defending it because once they get metal they can use the weapons it makes to wipe the floor with BLU's corpses).

    ctf_avalanche
    RED and BLU fight over a ski lodge in the Siberian mountains. Asymetrical gameplay, with RED being in a research facility higher up in the mountains and BLU owning the ski-lodge. The map takes place just after an avalanche. This caused damage to the RED lab (holes punched in walls, power off in some rooms, other rooms entirely disconnected from the rest) and buried much of the ski lodge under snow (main path out of BLU side is through a hole in the ceiling, interior area is largely unaffected).

    xx_timerift
    A non-symmetrical map for a symmetrical gamemode (I didn't decide on one), Timerift had each team set in a different "time period". BLU has their half of the base nearing the end of construction, while RED has the building completed, yet abandoned and falling apart. The detailing and layout changes to each side reflect each time period. RED's side has paths missing or created by rubble that are entirely absent on BLU's side. The middle area has some form of time machine creating the "time rift", which is visibly conveyed as glowing white cracks separating the clean and bright BLU base from it's dingy and dilapidated version on the RED side.

    It's 5 a.m. I wrote this in over 2 hours instead of going to sleep, why am I such a fool. Hopefully there aren't any big grammatical or spelling errors.
     
  15. TheFluffycart

    TheFluffycart L3: Member

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    I've had too many ideas that I can't give justice, so here are a few map ideas I've had

    Pl_Exhibit:
    Payload Exhibit would be similar to Enclosure, but focus more on the park theme instead of back areas and storage facilities. There would be 3 stages, starting with passive animals (cow cutouts, etc.), and be pretty much hazard free. The second stage would start getting a little dangerous, with animals like crocs popping in to add hazards to the level, while still being intact. Finally, the yeti exhibit would be torn apart. Cages would be open to the players and act as routes, but have hazards like electric fences and toxic gas from fuel lines. No idea what to end the map on (Maybe the cart is a battery, and reboots the park?)

    KoTH_Artifact:
    KoTH Artifact would be set in a research lab deep underground, where Blutarch and Redmond are trying to gain access to an ancient artifact with immense power. Capturing the point would activate the artifact, and either give the capping team an advantage (health/ammo kits upgrade for 10 seconds, enemy's kits lower in size), or give them the disadvantage (their kits lower in size, enemies upgrade). Other theme ideas for it include Invasion (The artifact being a piece of alien tech instead), or a testing facility in which the artifact is instead a rogue AI (Totally not anything like Portal, no reference whatsoever).

    MVM_RoboHell
    "Do you know where bad bots go when they die? Robot Hell of course!". RoboHell takes place in the pits of Robot Hell, where the robots are trying to blast open the gates to escape the robot devil. You and the mercs have to fight to stop this from happening and send them back to where they belong! (This one isn't as thought through. Sorry if it's been done).

    Not sure if any of these are good, but worth throwing them out just in case anyone wants them ^^"
     
  16. AndreyRog

    AndreyRog L1: Registered

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    Today I came up with this: make a card in mode tower defence where one team moves to the enemy’s base along a path surrounded by walls on the right and left. At the top, opponents will be up and shoot. It will be possible to set turrets, distributors, teleporters. When a player of an attacking team reaches the base, it loses a health point. The player is teleported to his base. To win, you need to destroy the base, damaging it several times.
    Here's an example of such a card according to the rules of games like tower defense.
    It is also desirable that the players in defense are evenly distributed along the entire length of the track to the base.
     
  17. Dispenser

    Dispenser L1: Registered

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    So, MVM with playable robots?
     
  18. TFBotEnthusiast

    TFBotEnthusiast L1: Registered

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    pl_cascade:
    A map where in some portions, the cart goes into a river and is pushed by the river's current. Players are also pushed too.
    BLU's goal is to push the cart off a dam to explode it.
    Would be set in either a hydroelectric power plant or the mountains.

    ctf_hydroplane:
    A Capture the Flag map with water as a main focus and have a flooded basement similar to 2fort sewers and Sawmill intel but with more options for movement, and a upper vent layer.

    koth_hydroplane:
    An edit of ctf_hydroplane for King of the Hill.

    trade_notminecraft:
    A joke map.