- Jan 2, 2009
- 40
- 8
hello everyone. Ive been working on this map for a little while and before I go further I need some initial feedback to the basics of my map. alpenfestung is a temporary name. and i also have no idea what to prefix my map with yet either
i started making this map because i loved all the different custom maps i used to play in tfc. each one i played had something new and fun in it that really made it exciting to try new maps. i played on a server where the head guy made several custom maps of his own, and included many of the best custom maps, and i used to play there all the time. it was Axl's TFC if anyone here by any chance heard of it. anyways, there was one map in particular i remember faintly that i havent come across in tf2, so im trying to recreate a similar experience with my map.
the map is set in an old abandoned underground base in the mountains. the base contains a space rocket that is capable of landing on the moon. and both red and blue teams want to capture the moon! so its a fight for whoever can get their team's flag onto the rocket to capture the moon. in that sense its like reverse ctf.
ive already blocked out the base. i havent even started on the moon yet, but when a team captures the moon there will be a round of attack/defend to see who wins. i need feedback on the base first.
my layout is symmetrical and theres 3 main pathways. one that goes high, one that goes low, and one that goes in the middle (the direct route). they all converge on the rocket room in the center which im assuming is where all the chaos will be.
im constantly trying to keep in mind all the classes and their playstyles. the high path is buitl for snipers mostly, for example. in the rocket room, there are ramps that can take you to the two lower routes, but to get to the top route you have to run all the way around. this would make it hard to reach snipers, soldiers, and whoever else went along the top route. i dont know if this is a good decision, i thought it sounded like a good idea, so thats one thing i really want to hear your thoughts on.
i have some screenshots. of course i have to texture everything, and im assuming ill have to put more cover in. i want to get this on a map test gameday here sometime, once ive finished building the moon.
please tell me what you think of my layout plan, what needs to be added in terms of layout and what needs to go, and also what needs to change. originally the spawn points were above ground and you have to jump down the tunnel that was dug (which brings you to the current spawn room) but i thought that players would see that as a hassle so i moved the spawns to the first rooms. since this part is reverse ctf i made it perfectly symmetrical (after finishing a path i copied and flipped it).
thanks for reading this in advance :wow:
i started making this map because i loved all the different custom maps i used to play in tfc. each one i played had something new and fun in it that really made it exciting to try new maps. i played on a server where the head guy made several custom maps of his own, and included many of the best custom maps, and i used to play there all the time. it was Axl's TFC if anyone here by any chance heard of it. anyways, there was one map in particular i remember faintly that i havent come across in tf2, so im trying to recreate a similar experience with my map.
the map is set in an old abandoned underground base in the mountains. the base contains a space rocket that is capable of landing on the moon. and both red and blue teams want to capture the moon! so its a fight for whoever can get their team's flag onto the rocket to capture the moon. in that sense its like reverse ctf.
ive already blocked out the base. i havent even started on the moon yet, but when a team captures the moon there will be a round of attack/defend to see who wins. i need feedback on the base first.
my layout is symmetrical and theres 3 main pathways. one that goes high, one that goes low, and one that goes in the middle (the direct route). they all converge on the rocket room in the center which im assuming is where all the chaos will be.
im constantly trying to keep in mind all the classes and their playstyles. the high path is buitl for snipers mostly, for example. in the rocket room, there are ramps that can take you to the two lower routes, but to get to the top route you have to run all the way around. this would make it hard to reach snipers, soldiers, and whoever else went along the top route. i dont know if this is a good decision, i thought it sounded like a good idea, so thats one thing i really want to hear your thoughts on.
i have some screenshots. of course i have to texture everything, and im assuming ill have to put more cover in. i want to get this on a map test gameday here sometime, once ive finished building the moon.
please tell me what you think of my layout plan, what needs to be added in terms of layout and what needs to go, and also what needs to change. originally the spawn points were above ground and you have to jump down the tunnel that was dug (which brings you to the current spawn room) but i thought that players would see that as a hassle so i moved the spawns to the first rooms. since this part is reverse ctf i made it perfectly symmetrical (after finishing a path i copied and flipped it).
thanks for reading this in advance :wow:


