Multi-Staged CP map

Discussion in 'Mapping Questions & Discussion' started by The Scientist, Mar 16, 2008.

  1. The Scientist

    The Scientist L1: Registered

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    Hey Everyone.

    I'm trying to come up with a good layout for a multi-staged cp mat like dustbowl with a junkyard/landfill theme, but I am having a HUGE block when it comes down to making a good layout. Whatever I draw, it ends up being too similar to the dustbowl layout, since it's the only map to reference from. Does anyone have some good pointers or rules of thumb to go by when trying to design this type of map?
     
  2. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    For starters, make sure you draw the outline in on paper before actually doing stuff in Hammer. Whenever I get writers block as it were, first thing I do is google some pictures. Grab a snack and daydream a little about what you might want it to look like. Get a setting, and start imagining stuff. If you're still not sure, just draw any design. Doesn't matter if you can picture it or not, the important thing is to get your creativity up and running. If worse comes to worse, you could take the Dustbowl layout and simply turn the levels around, just mix it up and make it your own. Hope this helps :)
     
  3. The Scientist

    The Scientist L1: Registered

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    Yea, Thanks. I always try and draw stuff out ahead of time, but I just can't seem to get the creative juices flowing this time.

    I found some great concept art on deviantArt to get me started, and have done a lot of conceptual sketches based on these, but they are all just random buildings or area's so I need to find a cohesive layout to tie it all together.

    Here's the stuff I found on DeviantArt:

    [​IMG]

    [​IMG]

    [​IMG]

    It's got a great style of architecture which fits perfectly with TF2. The 2nd pic would make for a great capture point, also.

    So far, this is what I have about this game mode:

    2 flags per stage, with the first being easier to capture than the second.
    each stage is progressively harder to capture points
    attacker-only side paths are used
    etc., etc.

    Anything else that is really important?