templeGE

Discussion in 'Map Factory' started by Taco, Jan 11, 2010.

  1. Taco

    Taco L1: Registered

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    Hi all, this is my first post on Tf2maps.net, and I just wanted to say that I'm glad to become a part of this wonderful community, there are some really awe inspiring maps here!

    Anyway, this is my first map. I got into map making over winter break because I decided I should try and do something productive for once, so I thought I would start off with something simple.

    This map is an arena map that is a remake of the temple multiplayer level from Goldeneye on the N64, although I borrowed a few visual ideas from the perfect dark remake as well. It's pretty much exactly like the original with the exception of water added near both spawns. I chose to make it arena because I initially felt that arena was the best fit for this map. Goldeneye was all about wandering around, tracking down your opponents in a maze, and I feel the arena mode emulates that feeling best.

    The level is simple in detail as you can see. I personally like it like this because it gives me nostalgia, I remember the days when I play goldeneye. But I have heard a few people say that it really is too bland with just huge block walls, so I'll probably spice it up a bit, but I don't want to do a complete visual overhaul.


    so I'm glad to say that I accomplished my goal of creating temple over winter break, but why stop there? even now I see that there are ways to improve it, to add on to it. the biggest feedback im looking for is gameplay. Does arena work as well for the map as I initially thought? or perhaps koth works out better? are the spawns in a well and balanced position?

    is the cap point really in a good spot? I don't like how prone it is to attack, which doesn't give much incentive to try and cap the point, making the matches drag on longer and defeating the purpose of the capture point in the first place.

    One idea Ive been playing around with is the idea of traps. Basically after the point has been enabled, certain rooms would start closing off, basically limiting the space of the map to fight in and forcing opponents to eventually come face to face. People unfortunate enough to be trapped in a closed off room would experience a unique trap, such as water flooding the room, a ceiling caving in, a pit opening, or spiked walls moving inward. While this is an interesting idea, I don't know if it would necessarily be as fun as it sounds. people might be aggravated by it more than anything. Furthermore, I don't know if its an appropriate solution to such a bad capture point placement (if its considered bad cp placement anyway, I didnt know where else to put it for the time being, but really looking at it now I think I want to change its location).

    so ya, there's my rant and dislikes with my own map, but I can't follow my own feedback, I need the opinions of others. What's good about this map, what's bad? what should be changed? should it be a different game mode? should I stick with the traps feature? please, any and all feedback is greatly appreciated.

    Unfortunately, like many of you probably, I have school starting this week so I wont be able to put as much time into the map as I did over break, but I will chip away at it whenever I can.

    Enjoy the map!
     
    Last edited: Jan 11, 2010
  2. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    It looks nice, but just from the screenshot I can see the capture point looks a bit small... However, it's arena, so maybe that's what you want, as it will be dangerous to cap the point, meaning hunting down the other player is better.
    Why not submit it to a gameday?
     
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  3. Taco

    Taco L1: Registered

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    ya, I suppose the capture point is a little small. I guess I'll extend the trigger area to allow people to hide in the corner while capping, essentially giving people a little more incentive to cap and some protection.

    On a side note, I'm going to be putting this aside for a while as I'm working on a koth version of this that involves expanding upon the original design. I'll probably continue working on the koth version for a while, updating the level graphically perhaps. Arena for this level is more orless set, but I might go about updating this if people are interested, which it doesn't seem like, hence why I am putting this on hiatus.