Map concept: CTF cliff trenches

Discussion in 'Request Area' started by Warbrand2, Dec 3, 2017.

  1. Warbrand2

    Warbrand2 L1: Registered

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    my original idea post
    http://steamcommunity.com/app/440/discussions/0/1489992080520637758/


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    crude image:
    https://imgur.com/a/MK73G


    map concept: red and blue fight over a set of trenches on a land bridge between two separate factories. the land bridge is obviously mann co made. in the center is a capture point which when one team has control of shuts down a set of level 2 sentries guarding the other teams intel.


    Map play: KING of hill CTF hybrid, two ways to win. either A capture the flag, or B hold teh point long enough to turn the enemies defenses against them (10 minutes total). first to 3 captures or the 10 minute hold wins.


    map quirk: besides the croc filled waters on both sides of the map, both bases are protected by 3 respawning level 2 sentries and a level 3 sentry. these sentries do all the damage of the engineer ones but have half the health. (all are placed in locations that a spy can easily sap them or they can be sniped. except the one in the intel room).



    paths: my crude paint image might not show it well but there is three paths on this map.

    north: a path that can only be taken via jump classes, like soldier, demo, scout, and pyro. this path has them using the high ground of a mann co barge or some other ship.

    center: the trenches, high in cover and protected by your sentries on your side, peak out and eat fire from enemy snipers or their sentries if you are in their trenches.

    south: the beach, a lonely beach that flanks the base, has access to the rear of the intel room. though this path doesn't have much protection for the people using it, its also hidden and out of the way.


    image notes.

    diamond: sentries

    red block: team only door

    grey block: normal door

    grey circle: the cap point.

    other note: only drew red base cause blue would be a mirror so use your imagination. if you can't it will only take me 30 seconds to add the mirror to the image.
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    note: more concepts on the map are in the steam forum discussion for this.
     
    Last edited: Dec 3, 2017
  2. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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  3. Warbrand2

    Warbrand2 L1: Registered

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    .... oops uh one moment while I get the right link.

    link replaced. sorry about that. did not pay attention when I made the post. Also it is a request, though at this point I think the best I can hope for is it inspiring some one to make a similar map.
     
  4. Crowbar

    aa Crowbar perfektoberfest

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    Or join this community more literally and try and make it yourself, starting off your mapper adventures
     
  5. Warbrand2

    Warbrand2 L1: Registered

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    I unfortunately do not have the ability to understand hammer. I am not right in the head and well I tend to shut down mentally when trying to figure it out. IT's a roadblock I can not overcome.
     
  6. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    Trenches pose a great challenge to video game design and generally suck to play in (just like they sucked to fight in in real life).

    Crash can probably tell you all about it. I believe he struggled with the inherent badness of trenches when he made trenchfoot.

    When brainstorming, its a good idea to have an idea as to what makes the game enjoyable so that you can build on that. You may disagree, but being bogged down in a trench with snipers and respawning sentries looking over the area doesn't sound very fun to me.
     
    Last edited: Dec 3, 2017
  7. Warbrand2

    Warbrand2 L1: Registered

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    trenches are slow yes but they are never the only area in a map. I have seen some good trench maps in other games and even a few fast paced ones.

    The main path (center) would be a trench yes, but sad to say the image is probibly to crude to get the idea across. there are many paths on this map.

    there is an upper path for jump classes that goes across a boat or something, a lower path that goes across a more hidden beach, the top area of the trenches would be traversable likely just low cover (like the area between 2forts bases.) not only that it wouldn't be hard to add tunnels bellow that add a new pathway.

    trenches are never alone. yes they are hard to fight in, but that is only when they are the main focus. the idea is for the trenches to be the central path. the one that is meant to bog down. as to cause more fighting over the point in the center.