- Sep 1, 2009
- 96
- 2
I've got a fully developed idea for a map called pl_Dive, but I'm pretty much new to mapmaking and was wondering if anyone else wanted to pick up the idea, or give me pointers for starting.
I'd like to make it myself, but I've been pretty busy lately, anyway contact me in this thread or via private message if you're interested in co-producing it or simply running off my idea.
Here's roughly what the map's like from a word document I typed about it.
(The map's larger room with the pit is inspired by the book Subterranean by James Rollins. I'd make that room pretty unique if I had some good mapping skills.)
I really think the map has high potential. My drawing skills are very robust, but given time I could probably sketch each area.
I'd like to make it myself, but I've been pretty busy lately, anyway contact me in this thread or via private message if you're interested in co-producing it or simply running off my idea.
Here's roughly what the map's like from a word document I typed about it.
(The map's larger room with the pit is inspired by the book Subterranean by James Rollins. I'd make that room pretty unique if I had some good mapping skills.)
I really think the map has high potential. My drawing skills are very robust, but given time I could probably sketch each area.
TF2 Map (Dive)
Cart map (blu attacks, red defends)
Blu team starts on a cliffside shack. A diving board or platform juts out from the cliff over a pool of water very far below.
The cart is submerged in the pool of water below. The round starts and the blu team pushes the cart through a tunnel underwater. On the way there are two passages that go off to a room overlooking the point ahead.
The control point is in a closed space that's medium sized. It's on a raised platform a little above the water level with a ramp leading upwards from the submerged tunnel. There are two subplatforms on either side of the control point that are very small.
The red team can use those subplatforms, the tunnel leading onwards, or a few large windows on a second level behind the control point to defend. Not to mention the pool of water in the room itself.
Once captured, blu continues to the second point through a winding wooden tunnel that lasts for a short period.
The next room is extremely big. In fact, rediculously huge. A thin railway supported by a few pillars extends into the room from the tunnel downwards. The next control point is on a small hill in the center of the abyssal room on a medium sized platform.
The blu team can approach on a thin side-path to the left after entering, but have to jump over to the middle as it's a bit short.
On the other side of that point is another bit over the pit below, followed by an archway with two towers on either side. The red team can use these to defend the center point or the tunnel even after it's been captured.
Once the blu team enters the tunnel there is a quick righ turn into what looks to be a subterranean railway station. The cart hugs the right wall, turns left sharply along the far wall, and then right again through a glass door into another tunnel leading into the red base.
In the railway station to the left of the cart track are three bridges perpendicular to the cart track going out sideways to the left. These each have supplies on them and overlook a small pit where moving trains cross fairly often. From the pit a small passage leads upward and around to the tunnel behind the glass doors.
The control point is just beyond the glass doors and around the corner. The blu team then pushes forward, further underground into a large room with pillars and the final control point. (As well as many red important documents, databanks, and and important looking world control map)
The underground room with the pillars is surrounded on each wall by glass rooms full of red team decorative stuff. The cart goes straight through the center towards a small metal door in the far wall. Once it reaches there, blu team wins.
The room has one line of pillars two on each side of the track, located more closely to the red spawn point but not far off from the middle. There is a small tower above the red spawnpoint that looks between the pillars at the entrance for coverage.
The cart explosion destroys the world domination screen and shatters all of the glass on that wall, killing those close to the glass as it bursts outwards.
The entire level should have 3 themes, mainly metal and concrete in the first control point's room, cavern theme in the large room with the pit, and a base theme in the final two areas. The blu team might have an airfield or something at the very start of the level.