- Dec 28, 2018
- 5
- 0
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
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