1. Hey there Guest,

    The game servers have moved to semi-dedicated hardware and IPs have changed. Please see front page server widget for up-to-date game server information.

Project: PL_Quarry

Discussion in 'Mapping Questions & Discussion' started by ethankarnopp, Jan 30, 2010.

  1. ethankarnopp

    ethankarnopp L1: Registered

    Messages:
    29
    Positive Ratings:
    24
    I've been a bit busy with some other projects recently but I'm trying to get back into the groove of doing TF2 conceptart and I'm going back to an idea that I've left sit for a while.

    PL_Quarry
    [​IMG]


    Personally, as a career spy/soldier a lot of standard TF2 maps really are just too confined and flat, and comes down to a sheer 'just keep firing until we can push past the chokepoint' scenario. Although I understand the reason for this in keeping players focused on the objective, but at the same time I really would like to try and make a well-balanced playable map that I can show off my rocket jumping skills. The idea behind this is to add a sense of verticality.

    That being said I'd like to explain the basic layout and idea for this map idea, mind you I'd consider this still in the brainstorming stages so if any of you have any input feel free to suggest it.

    The map would consist of 5 levels (levels being vertical platforms rather than actual different stages) and at the end of each level, a ramp down to the next level with the checkpoint at the end. Each level would consist of 2-3 chokepoints so as not to completely negate the opportunity for defensive strategy. Now the kicker of this is that, if the offense so chooses to formulate a strategy to go around and attack from behind the chokepoint, the option is there but obviously power remains in number and that may be a bit risky. From the defensive side there will also be opportunity to bypass the main path in that there will be the opportunity for rocketjumping along with vertical bridges such as cranes, lifts, stairs, and other props to bridge levels in certain areas.

    Now, as mentioned in previous threads I don't model or map, I just paint and don't really have any intention of learning modelling in the near future beyond sketchup. So I'm hoping that a few people (I've already spoken to Acumen and he's shown a bit of interest) will hop on board with this idea. Currently I'm working on designing individual checkpoints and will be posting shots of those in the coming days, but after I get the map concepts out of the way I will be working on coming up with some custom models and am looking into painting some custom textures/skyboxes for the map.

    Anywho let me know what you guys think, I hope I'm not being overly ambitious with this but I think the idea may work.

    Also mods, I'm never quite sure where I'm supposed to post this stuff but feel free to move this thread if it's not appropriate for this forum.
     
    • Thanks Thanks x 7
  2. Freyja

    aa Freyja ¯\_(ツ)_/¯

    Messages:
    2,884
    Positive Ratings:
    5,127
    I am really jelous of your paintings. Like, seriously. I wish I could colour that well.

    As for the map, frankly it'd be a pain to optimize outside, in the actual quarry. If the quarry was just one part of the map, say the end, and the rest took place somewhere else, such as a cave system or something, so it was more linear than around in a circle, it would be easier. Of course, that would do what you're trying to avoid, making it flat.\

    Then again, it wouldn't be so bad if you couldn't see the quarry and the tracks below everywhere. Not only would it be a sniper/soldier fest decending, the optimization would be terrible too. If the track spent most of the time out of sigh of below areas, it would be okay.

    If I said anything that doesnt make sense, its because I'm tired, and I'm sorry.
     
  3. Jethro

    Jethro MUSty Complainer

    Messages:
    288
    Positive Ratings:
    261
    Why is it that in my head I can see this in the Alpine theme, and looking like a Welsh quarry?
     
  4. Nutomic

    Nutomic L11: Posh Member

    Messages:
    888
    Positive Ratings:
    177
    This sounds really cool, and i love your concept art :)

    Only thing is, that the name quarry is already taken, by a ctf-map from the first days of tf2.
     
  5. Mr.Late

    Mr.Late L7: Fancy Member

    Messages:
    408
    Positive Ratings:
    157
    Cool idea. Your concept art looks awesome.
    I think payload map with 5 levels (or 5cp:s if 1 stage) would be pretty huge though.
     
  6. Micnax

    aa Micnax I maek map

    Messages:
    2,065
    Positive Ratings:
    1,522
    Big problem with this would be sightlines

    A Sniper could easily snipe from one side to the other
     
  7. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

    Messages:
    944
    Positive Ratings:
    573
    Fucking hell that's sexy. As much as I doubt it would work as a map, it's sexy.
     
  8. Acumen

    aa Acumen Annoyer

    Messages:
    704
    Positive Ratings:
    625
    "a bit of interest"...underestimation of the year :eek:~~
    i'd tear something groce out of my body to be able to work with you on this project !!
    i made nothing but awesome experience from working closely with someone on a mapping project.....
    get in contact with me, anytime :)

    here's my mapping project-props application work from the hl2dm map "down_there" with my buddy lejean :D
    http://www.acumen-design.de/model_pics/lejean/lejean_models_overview1.jpg
     
    Last edited: Jan 30, 2010
  9. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

    Messages:
    679
    Positive Ratings:
    241
    didn't you already make the tractor and the electroskeet for him? Pretty sure he knows who you are :p
     
  10. Acumen

    aa Acumen Annoyer

    Messages:
    704
    Positive Ratings:
    625
    hehe, that was my failed impression of sounding desperate fanboyish :(
     
  11. SiniStarR

    SiniStarR L8: Fancy Shmancy Member

    Messages:
    585
    Positive Ratings:
    116
    i would have interest in doing custom models, but do you exactly what it is you are looking for in this regard? I love the map concept btw. I had a similar idea but traveling upwards :p
     
  12. Sel

    Sel Banned

    Messages:
    1,241
    Positive Ratings:
    1,286
  13. ricardojvc6

    ricardojvc6 L6: Sharp Member

    Messages:
    268
    Positive Ratings:
    66
    for my view.. this looks an interesting map:D .. well.. i can start thinking how this gona look like if its community project..
     
  14. The Political Gamer

    aa The Political Gamer

    Messages:
    4,468
    Positive Ratings:
    1,704
    It would be kinda hard but I think if this was a 2 or 3 stage map and it had ample cover I think it could work despite the super long sight lines.
     
  15. Westerhound

    Westerhound L5: Dapper Member

    Messages:
    248
    Positive Ratings:
    100
    Just throw a rocket in the middle and your fine. Like a bigass rocket. Like REALLY big. You can never have too big rockets.

    Youre awesome, you deserve cake and cookies!
     
  16. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,377
    As far as custom models go, from the looks of that concept painting you'd be more than qualified to texture them at least. *impressed whistle*
     
  17. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,920
    Expressing opinions here:

    • This will not work. the ENTIRE map, is visible all at once, that will play a massive role on optimization, which will be inherently impossible.
    • Having upper stages open and lower stages not will cause problems with people falling off/trying to jump up. explaining the difference in levels visually will be a massive problem, people will just want to go between them too much.
    • Its a massive circle - you'll need to build a wall around almost all of the inner sides so that snipers won't just blow your brains out the instant you step into the open. This of course depends on the scale of the map, but with the scale you suggest of a single level of the quarry is a single stage it will get messy.
    • If you have all levels open at once instead of one at a time like I assumed above, players will struggle hugely to find the right one and stay on it (pyros, scouts explosions ect all pusing them off) and flow between them will be catastrophically hard to get right.

    Concept art: awesome
    Modelers: Awesome
    Gameplay: Don't even go there, its gunna need massive amounts of work.
     
    • Thanks Thanks x 1
  18. Numerous

    Numerous L4: Comfortable Member

    Messages:
    150
    Positive Ratings:
    72
    Sorry, this is like using a matress and a fold-up chair to make sure you never need to leave the computer to sleep. Nice idea, but you need to pay a bit more attention to reality, and by "a bit" I mean "one helluva lot".
     
  19. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,920
    Reality here being "How TF2 plays" instead of "The actual REAL world known as reality"
     
  20. The Political Gamer

    aa The Political Gamer

    Messages:
    4,468
    Positive Ratings:
    1,704
    Something like spud did with Harrp could help greatly. IE use the 3D skybox to make a "fake" section of the map.
    All of this could be fixed by breaking the map up into a few stages.

    However, YM does have very good point. I think this would work better as a final stage for a map if it was scaled down a bit.
     
    • Thanks Thanks x 1