Post Maps in Development Facts!

Mar 23, 2010
1,872
1,696
1.# of maps in development
-now pick your favorite one

2. Compile Times
3. dimensions
4. game mode
5. planned theme
6. planned map name
7. specific areas/models used (train, dam, etc..)
8. time it took to make (so far)
9. percentage done so far
10. What are a few things you have left to do?
11. favorite areas
12. what inspired you?

1. One Map
2.~2 hours
3. 6000X7000
4. Domination
5. Swamp, City/Industrial, spytech
6. WarXXX (warpath is taken) :(
7. train, car wreck
8. 15 hours spaced over a week. this is after restarting from scratch multiple times.
9. 70%
10. Add lights, optimize, finish I/O system, build cubemaps
11. The car wreck (that sounds really really sick doesnt it)
12. This line in the valve dev wiki: "You need to be very careful when it comes to balancing this type of map, as the gameplay is already chaotic and unstable to begin with. The gametype may in particular lead to pure scout rushes if not properly set up"



any other facts?
 
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Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
I think you're meant to post information about any of your own maps in development.
 

adamspurgin

L1: Registered
Mar 22, 2010
42
1
1.5 maps in development

2. Compile Times: around 10 minutes
3. dimensions: each round is tiny, but it has 6 rounds(so far)
4. game mode: gladiator pit (koth/kotf/dm/soccer/ctf/plr...)
5. planned theme: dunno yet, maybe a different one for each game mode
6. planned map name: gp_colosseum
7. specific areas/models used (train, dam, etc..): none yet
8. time it took to make (so far): 100+ hours
9. percentage done so far: 10%
10. What are a few things you have left to do?: re-make koth and plr from scratch without using control point entities, texturing, displacements, detailing, lights, basically everything.
11. favorite areas: the soccer arena, it's my first "from scratch" game type i ever made, it's more like a machine than an arena
12. what inspired you?: a post on the SPUF, that and my boredom and stupidity to think that it could easily be done.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
1.# of maps in development
-now pick your favorite one
]]1 map, it's going to be an A+B>C attack/defend just like Gravelpit
2. Compile Times
]]1-2 minutes, I set vvis to fast for simple playtests
3. dimensions
]]Of the map? I'd say roughly ~8000x10,000+ world units, not on my main computer at the moment
4. game mode
]]CP Attack/Defend, A+B>C
5. planned theme
]]I'm going to use the Swamp Theme Pack + a little merge of an alpine feel
6. planned map name
]]Either cp_tarantula or cp_marsh_thunder
It's going to be rainy/thundery but I feel tarantula's more unique and it gives the feel of being in a jungle

7. specific areas/models used (train, dam, etc..)
]]None that I can think of
8. time it took to make (so far)
]]~5-10 hours into development, I JUST got out of planning.
9. percentage done so far
]]5-10%, still early early alpha
10. What are a few things you have left to do?
]]Few? Pretty much everything. Basic blocking, spawn setup, point setup, texturing, displacements, lighting, play testing, revisions, revisions, revisions.
11. favorite areas
]]From what I have planned I'd have to say the main path heading to cap A. It's a river lined with buildings heading up to the point, think the Mississippi but with lots of buildings.
12. what inspired you?
]]The swamp theme pack, and a lot of reference pictures I grabbed off google.
 
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masterchodda

L1: Registered
May 9, 2008
2
0
Couple new maps need help!! play testing

Hello everyone! I am new here and am developing a couple tf2 cp maps. They are posted on fpsbanana.com, I was just wondering if I could get some help play testing them? I would also like to join a clan as a resident mapper should anyone need. Thanks!

I can post direct links to my maps as long as that is ok to do. :)
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
1. 2 tf2 maps, 1 css map which is waiting for months already and probably never finishes.
2. 5 on fast, 15 on normal. 20 on improved ldr light (no hdr)
3. 10k-10k
4. Territorial payload race
5. Pipeline
6. TC_Ramparts
7. Improved traintracks: http://forums.tf2maps.net/downloads.php?do=file&id=712
8. lost count of hours that i worked on but started with the map about the same time as pipeline was released. There was a gap of 4 months barely any progress in it though
9. 40% Late alpha.
10. Testing, Detailing, Cousing the side stages to show more often (probably by having the side stages show up at a rate of 66% instead of 50%).
11. A vs C Center. Its the area that just felt perfect when creating it.
12. The failure of hydro in public gameplay and the succes of pipeline. Both had their own advantages and fit well together to remove most downsides of both.