Takeoff

Discussion in 'Map Factory' started by BlueDarkness, Aug 19, 2009.

  1. BlueDarkness

    BlueDarkness L1: Registered

    Messages:
    26
    Positive Ratings:
    2
    Well as you may be able to clearly see there is nothing here yet.

    I am somewhat in the middle of working on this map and in order to avoid what the case was with the map I previously posted. The issue was it was not yet playtest ready.

    So until I have come up with a more finalized version I will avoid posting a download or screenshots.

    ON TO BUSINESS:

    CP Takeoff is a 3 CP Push map based around the construction site of a rocket.

    To make it more of a story here goes nothing. RED and BLU were working on a joint project in order to create a rocket for RED (which is why the rocket is red at the beginning of the map). BLU, near the end of construction were wondering why it was they were making a rocket for RED and not RED working to make a rocket for them.

    Gameplay:

    The teams bases are on opposite sides of the map. The rocket's construction site is in the middle of the field. There are elevators to the top of the construction site (mid point) and there are "garbage" shoots which go to the bottom from the top.
    Due to the large amount of rain the garbage bins at the bottom have filled with water, making it so when falling in the garbage shoots you don't die at the bottom.

    As it was near the end of construction there are no guardrails on the top of the map. So if you are knocked off or fall of there is little chance of your survival (I plan on adding some sort of trigger in order to kill the player before reaching the bottom, since if it was on the bottom you'd die walking into it).

    There are fences that border either construction site both to keep the other team out as well as to keep the teams in while playing, however there are going to be places where there are holes in the fence in order that you don't have to climb up just to fall down to get to the other team.

    The map is made to swing one way or another. So if one team were to capture the mid point and put up some kind of defense it is very unlikely that the other team will be able to cap it again. This is in order to create a fast-ish round in order that there are multiple rounds for each team to try and win.

    EXTRAS: I haven't decided yet if there will be another way to get to the top simply because if it isn't an elevator there is a chance by the time they get to the top the game will be over.

    I have not yet made team bases or borders for the map and the map is basically bare.

    It is set at night after a large rainstorm in the middle of the desert :O.

    I would like to figure out how to get the CP arrows from Hydro to point down into the trash tubes, but my first attempt wielded no change in the arrows pointed direction so I might have to either make a custom texture or use an overlay arrow.

    And if you're wondering still why I posted a map without anything in it (screen shots, download, etc) it is because if I make it now I can both have it ready to edit later and get ideas for the map as I build it instead of afterward having to go back and redo things entirely. :bored:
     
    Last edited: Aug 20, 2009
  2. FlavorRage

    FlavorRage L4: Comfortable Member

    Messages:
    197
    Positive Ratings:
    57
    Just rotate the prop to fix the arrows.
     
  3. BlueDarkness

    BlueDarkness L1: Registered

    Messages:
    26
    Positive Ratings:
    2
    Unfortunately that was my first attempt. I rotated it 90 degrees so it would hypothetically point down, but it didn't work.
     
  4. Peterm

    Peterm Banned

    Messages:
    171
    Positive Ratings:
    8
    can we have some screenshots?
     
  5. BlueDarkness

    BlueDarkness L1: Registered

    Messages:
    26
    Positive Ratings:
    2
    BUMP - Screen shot up! Still no bases due to extensive time taken to work on elevators

    And yes there is only 1 screen shot up at the moment. That is simply because I don't have enough to take pics of.
     
    Last edited: Aug 20, 2009