Resort

Discussion in 'Map Factory' started by GeneralDisorder, Sep 24, 2009.

  1. GeneralDisorder

    GeneralDisorder L1: Registered

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    Hello there!

    I bring you my first TF2 map;
    [​IMG]

    It is a sawmill-sized map set on two tropical islands. RED and BLU battle it out to control a central CP. It has many paths to and from the different islands, and a portion of sea that allows for watery sneak-attacks.

    But the interesting part of this map is that it changes.
    Every time someone cap's the central CP, it moves. Either up, as in the screenshots, to a central position, or down, into the water. Each time the cap moves, different parts of the map open or close, providing new paths or defences.
    This should force players to adopt new strategies and defences during a fight, instead of the endless walk-shoot-die-rinse-repeat of some maps.

    I hope you people will like the concept of moving maps, as well as the setting.
    This is an undisputed WIP, and the layout is FAR from final, I enthusiasticly await some insight and tips from you people.

    I also hope that I haven't posted this in the wrong place, I couldn't find any WIP forums.
     
    Last edited: Sep 25, 2009
  2. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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    One small question, where is the cap?

    Edit - found it in the second picture.
     
  3. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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    Looking good, the cap is well hidden :p
     
  4. martijntje

    martijntje L8: Fancy Shmancy Member

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    I like the concept. Seeing your screenshot I wonder about class balance. I think pyro's will be massivly underpowerd and snipers overpowered.

    have you submitted it to gameday? (awesome, it's where people collectivly playtest maps)
     
  5. GeneralDisorder

    GeneralDisorder L1: Registered

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    Thanks

    I know this might be hard to balance out, but I'm adding a ton of defences, to stop the snipers to some extent, and with the myriad of rotes on this map, spy checkers will be very important.

    From a player point of view i belive the cap is very apparent, but i'll have to add a lot of signs, or no-one will find it in its submerged mode. :p

    And it seems like i'll be having a lot of graphical bugs... Valve Holograms (IE cap's) don't show up infront of func_ entities...

    And i'll work on it more before submitting it to gameday, but it seems like it would be very usefull.
     
  6. nik

    nik L12: Fabulous Member

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    Kinda like this, although the water skybox looks awkward, cool concept, might need more cover..

    I won't even say anything about detailing, since this looks like an early version
     
  7. The Political Gamer

    aa The Political Gamer

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    Looks very open, add a lot more cover.
     
  8. absurdistof

    aa absurdistof

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    More cover, and possible a sandy-cave version could be a cool cap place as well.
     
  9. GeneralDisorder

    GeneralDisorder L1: Registered

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    I'm playing with the idea of turning the spawn buildings into hotels, so if anyone could model Beds, Deckchairs, sunbeds, parasolls and so on I would be extreamly gratefull.

    EDIT: I made an icon after a few min's in photoshop... Waddya think? ^^
     
    Last edited: Sep 25, 2009