TC map project, (I need feedback and possibly help)

Discussion in 'Mapping Questions & Discussion' started by SirGoldalot, Jan 13, 2019.

  1. SirGoldalot

    SirGoldalot L1: Registered

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    I want my next mapping endeavor to evolve for more people than just myself, meaning I wanted to do a non ordinary map idea, a cool and interesting theme, and tackle a problem facing tf2, so I decided I wanted to fix territorial control...

    sounds daunting

    THINGS I WANTED TO KEEP

    -only 2 capture points available at any one point in time (one for red to take, one for blue to take)
    -a new round begins after each territory gets taken
    -have the two territories that get chosen be random
    -have an epic of a last round to finish the game

    THINGS I WANTED TO REMOVE
    1-confusing layout / too many routes / too many routes being closed out
    2-make back capping less of an issue / remove the point engie and point demo
    3-make rounds faster and their transitions (don't make them drown on and on)
    4-make the last point not feel like the defending team is just counting down the minutes / allow them to win the round not just survive it

    MY POSSIBLE FIXES
    1-make only a few routes between the different territories and make most of the combat happen in the territories themselves
    2/3-make the space between the two points smaller, if someone starts capping you can send some people back, and smaller maps will also make each round happen faster
    4-make the territory outside of the final base capable but at a rate similar to the normal territories while the attacking team gets the faster cap rate like always making it risky to cap on defense and keeping outlasting as an option

    THEME
    I know its a bit early to think of a theme but a huge problem with hydro and other community territorial control maps is that the territories aren't extremely different to each other and you can sometimes lose your way. I also find it important to have a somewhat stand out theme for people to consider playing territorial control.

    the theme I thought would be good is a pirate port town (mostly because I love PotC and all things pirate) but also because I could think of 4 identifiable locations. the red side last territory could be a town square, the blue side last territory could be a beach/bay, and the two middle territories could be a port (occupied with at most rowboats), and the last territory could be a huge pirate ships (or two ships). And the final base's could be smaller pirate ships making the theme of the map being that these two pirate calns are fighting each other

    END GOAL
    The goal is not to make the most balanced map but a polished map that is mostly balanced and fun to play in for a causal environment with a cool theme.
    It is not to make the new 6s standard and add it to the map rotation, I wimply want a fun map that I can be proud of for helping produce

    MY EXPERIENCE IN MAPPING
    minimal

    WHAT I NEED FROM YOU
    your opinion on the project and your help balancing and creating the map
     
  2. Narpas

    aa Narpas I don't know what the heck

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    Sounds interesting! I've always had a bit of an interest in Territorial Control, and would love to see more well-done maps with the gamemode. I'd suggest taking a look at the small handful of TC maps on the site currently, particularly Strata as most people consider it to be the best TC map as of yet. Also note that once you complete the map to a reasonable degree to begin testing, that you can get your map tested on the servers!
     
  3. SirGoldalot

    SirGoldalot L1: Registered

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    Thanks man, I’ll take a look and see how thy managed it
     
  4. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    With minimal mapping experience, I'd recommend putting this project on the back burner and working on smaller projects to help you learn.
     
    • Agree Agree x 3
  5. That's the plan

    That's the plan L4: Comfortable Member

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    Cool idea. I think the best place to start would be to learn the fundamentals of control point/ game mode logic with a few smaller maps just to test it out, and then work up from there. How much experience do you have with hammer?
     
  6. Lain

    aa Lain heath ledger with some dreads

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    I'm already making one, and I can send you some things when i'm at home to help you with design.
    You can cut out a single diagonal stage and it makes planning much better, since you wont have a location being used for all stages you have more room for actual design.

    Also, since your experience is "minimal" i'd suggest making a few maps for things that don't break engine limits / aren't so experimental and trying.
     
  7. SirGoldalot

    SirGoldalot L1: Registered

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    im a hammer noob in the fact that ive followed and finished the ueakcrash tutorial, and did a few of my own projects afterwards that either looked kidna cool or played kinda well but never both
     
  8. SirGoldalot

    SirGoldalot L1: Registered

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    ive made a couple koth and one pl maps that are decently playable so i feel somewhat comfortable in hammer, it just somestimes takes me a while to set up geometry
     
  9. SirGoldalot

    SirGoldalot L1: Registered

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    i watched and followed along with all of ueakcrash's maps and made a few koth and one pl map so Id thought id try something new, what gamemode would you suggest to help me gain the skills necessary for a project of this magnitude
     
  10. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    It's less game mode and more experience. TC maps are large and complex but you don't seem to have any maps on your account. I'd recommend uploading some of these other maps to get feedback on them and learn what works and what doesn't.
     
    • Agree Agree x 3
  11. Lain

    aa Lain heath ledger with some dreads

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    You gotta be a bit more than modestly comfortable with hammer, you're going to be playing with the limits of the very engine the game runs on. It's just it gets downright maliciously technical at times lol.