The_Red_Tower

Discussion in 'Map Factory' started by the4ce1, Feb 19, 2010.

  1. the4ce1

    the4ce1 L1: Registered

    Messages:
    11
    Positive Ratings:
    0
    Attack/defend style map with the Red spawn in the tower and Blu in the mining area underneath. The map has a large outside area with pines and a Lumberyard-styled skybox, including the ambient noise. The red spawn features teleporter devices to easily get from floor to floor, the roof is a great area for soldiers/whatever class can jump there, and for the snipers a balcony. Blu has a main exit and 2 secondary ones, but after capturing the Yard (point A) they get a route to the back of the tower.
     
  2. Exist

    Exist L6: Sharp Member

    Messages:
    306
    Positive Ratings:
    136
    It's an interesting concept, Ill give you that. Just looking a Screenshot 6, That would produce major spawn camping.
     
  3. honorum646

    honorum646 L6: Sharp Member

    Messages:
    335
    Positive Ratings:
    67
    Why is there a random hydro turbine in the middle of a forest? And do the trees even block bullets? If they don't, then it will be a cake walk for snipers.
     
  4. nik

    nik L12: Fabulous Member

    Messages:
    987
    Positive Ratings:
    283
    Only thing is that is the ugliest tower I've ever seen.


    Cool concept though, but the outside looks kind of annoying, with so many trees and no height changes
     
  5. lana

    aa lana Currently On: ?????

    Messages:
    3,077
    Positive Ratings:
    1,389
    It looks too artificial
     
  6. WastedMeerkat

    WastedMeerkat L3: Member

    Messages:
    144
    Positive Ratings:
    142
    The only time you would put that many trees in one space is if they're in unreachable space. Navigating trees like that is downright annoying in TF2, and is just too horrible for gameplay purposes. Not to mention that rendering that many trees has got to cut down fps. try to make a thin layer of trees outside the fence to achieve the same effect without inconveniencing the player, and make the layout less open. Add some walls, fences, etc. Make sure that sniper spot from on top of the tower doesn't just own all, too.
     
  7. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    396
    ^
    Pretty much that tower provides an insane height advantage, so red could pretty easily dominate the non-subterranean levels.

    I would go for more map sophistication on the ground level starting with less trees, and ending with practical land routes that lead to the red base.