tc_mannland

TC tc_mannland a10c

August101

L4: Comfortable Member
Aug 12, 2017
182
29
August101 submitted a new resource:

tc_mannland - A different mann co theme park

Entry into the Unofficial Territory Control Contest. For gameplay context this is a traditional territory control map.

Take a stroll into Mannland, a mann co theme park based around various things that has happened that they want the public to look the other way from and make a buck off of.

Custom Assets usage:
Custom Dev textures: https://gamebanana.com/mods/7368
Future custom assets will be mentioned when added

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August101

L4: Comfortable Member
Aug 12, 2017
182
29
August101 updated tc_mannland with a new update entry:

a3

> Changed signage to use the Hydro arrow prop
> Simplified the side route for Haunted Mannsion and Outback
> Revamped side route for Alpine Resort
> Added a flank route for Alpine/Yeti and Mannsion/Outback
> Added blockers at mid to block off cross sections that don't connect to the an active area
> Various detailing around most of the map
> Feedback support

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August101

L4: Comfortable Member
Aug 12, 2017
182
29
August101 updated tc_mannland with a new update entry:

a4

> Reduced the size of the main areas
> Isolated each area harsher, reserving mid for purely cross-rounds
> Added more flanks to each round
> Revamped the side exit to Yeti Jungle
> Changed point location on Alpine Resort
> More further detailing applied
> Changed signage relative to layout changes
> More detailing in certain areas
> Changed layout of pre-existing flanks to fit changed layouts
> Removed high-ground entrance to Alpine Resort
> Used vscript to enable sudden death

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August101

L4: Comfortable Member
Aug 12, 2017
182
29
August101 updated tc_mannland with a new update entry:

a5

> Overhauled Outback so it's more properly sectioned
> > Swapped positions of the buildings
> > Removed roof access to the tech hall
> > Changed the point location entirely
> > Made a change in vertical between the point and the entrance
> > Changed the side connection to it and Haunted Mannsion
> > Removed the monorail
> Changed the staircase from the lower floor to the upper floor of HM
> > The staircase should allow defenders to find the cross-section exit easier
> Changed the bridges in...

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August101

L4: Comfortable Member
Aug 12, 2017
182
29
August101 updated tc_mannland with a new update entry:

a6

> Significantly under-ground flank routes to be more interesting and less labyrinth like
> Change the bridge of Jungle to contain a staircase
> Removed the upper exit to Jungle
> Added a back area to Jungle which connects the upper and lower area
> Split the spawn of Jungle into 2 spawn rooms
> Moved the right side of Alpine back a few feet
> Moved the point and spawn of Outback further into the attraction

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August101

L4: Comfortable Member
Aug 12, 2017
182
29
August101 updated tc_mannland with a new update entry:

a7b

> Fundamentally changed the flanks
> > Instead of the flanks being entirely separate from the mid areas they are now tied to it, serving as a alternate path in said mids for the most part. Development of further flanks will still be considered.
> Adjusted each area for said flanks.
> Changed signage to reflect this
> Added more blockers in Mannition
> Added more trees to Jungle
> Added temp skybox blockers in Jungle (until a 3d skybox gets made)

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August101

L4: Comfortable Member
Aug 12, 2017
182
29
August101 updated tc_mannland with a new update entry:

a8 - Post Contest update (finally lol)

> Removed the dedicated point areas for each section and merged them with their lobby's.
> Changed Jungle to be more of a wild's area for each section instead of a main area and a small side path. //Lasts are unchanged.
> Changed the housing area of Alpine to suit the individual routes.
> Changed Outback to fit a new design for future detailing.
> Properly separated each area of Mannstion for individual routes.
> Adjusted health and ammo locations.
> Changed up mid to be a water island...

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August101

L4: Comfortable Member
Aug 12, 2017
182
29
August101 updated tc_mannland with a new update entry:

a8b

> Fixed a ramp not being walk-able
> Fixed certain signage not displaying on the right round
> Re-Added the flank routes.
> > Outback to Alphine and Jungle to Mannsion are basically identical to their previous versions
> > Alphine to Jungle has a different entrance Alphine side and different ramp Jungle side.
> > Mannsion to Outback has Outback's entire route changed due to point relocation; Mannsion identical to previous version
> > All cross intersections now have a sewer system that leads...

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Pawlakov

Deliberately incoherent
Jun 1, 2013
196
45
We played this map (version a9c) on today's imp and everyone felt that something isn't quite right about your map's scaling, so after we were done I decided to run a quick scale and timing analysis to compare it with Hydro.

Both of the attached images are at the same scale (make sure you view them at the same zoom level beacause they differ in dimensions) and present a single stage from Hydro and a single stage from Mannland. As you can see in both cases running (as Heavy) from one point to another takes roughly the same amount of time. Therefore it seems that the issue doesn't lie in the travel distance between the points.

However, the problem one should notice after looking at these overviews is that Mannland's spaces are too cramped and too uniform in size. That doesn't mean that now you should make everything bigger, but rather to provide a variety. Once again look at the Hydro example and you will see both wide open spaces (red point area) and some very narrow tunnels (the flank route leading behind the red point).

Also to make stalemates less likely try to provide in the area between the points some sort of "lobby" where the team with advantage can regroup, replenish and organize the round-ending push.

As always - looking at other maps for reference is a great idea (and I'm pretty sure every competent mapper/level designer does that). Don't limit this research to Hydro though (perhaps don't even limit this research to only TC). I suggest that doing a more in-depth analysis of this sort should be your responsibility as this map's developer.
 

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