Wip: ch_canaveral (capture & hold)

Discussion in 'WIP (Work in Progress)' started by die_angel, Nov 28, 2007.

  1. die_angel

    die_angel L1: Registered

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    Okay this is a totally experimental idea i had for a map it mix both reverse ctf and cp mode in something that roughly looks like king of the hill.

    -Team red and team blu start in their respective spawn base.
    -Each team must escort their intelligence carrier to the capture point which is inside the rocket in the middle of the map.
    -Once one team manage to capture the rocket, it trigger the opening of a "fast" road that allow them to rush quickly from their respawn, to the rocket silo.
    -In order to win the match, they have to hold the silo for a period of time, prevent enemy players to enter the capture zone and prevent them to put their intelligence at the top of the rocket.
    -If the enemy team manage to put their intelligence in the rocket, all the capture time is reset and the fast road access flip to the new silo defenders.
    -The intelligence slow down the carrier (to prevent scout rushes)

    I am of course open to suggestions if you have a better way to implement this game mode without requiring the flag/cp combo, and still be cool.

    Anyway enough talk place to pictures:

    This is a rough sketch i did after mucking stupidly in hammer.
    Plenty of U bends to cut the drawing distance here and there :p
    http://ethernia.net/img/ch_rocketpad/canaveral.jpg

    An overview of the silo:
    http://ethernia.net/img/ch_rocketpad/ch_canaveral0010.jpg

    Sniper deck Well style, overlooking the middle ground
    http://ethernia.net/img/ch_rocketpad/ch_canaveral0009.jpg

    I haven't progressed much for now because i did a lot of bad things that made me waste a lot of time.

    P.S. I hate curved surfaces. Any tricks?
     
    Last edited: Nov 28, 2007
  2. Snipergen

    Snipergen L13: Stunning Member

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    ok i see this is gonna be a good map already since youve drawn it first.

    But, im afraid the map is gonna be too big. People hate walking long distances before they can kill stuff.
     
  3. die_angel

    die_angel L1: Registered

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    I can try to cut some distance but it's gonna be hard :/

    okay here is an overhead drawing at scale with a few bits missing here and there but you get the idea.
    I tried reducing some road lengths to the best of my capabilities.

    http://ethernia.net/img/ch_rocketpad/map.png
     
    Last edited: Nov 28, 2007
  4. Shmitz

    aa Shmitz Old Hat

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    I had a similar idea for a map, but decided to hold off on it when I found the ctf HUD and cp HUD to be mutually exclusive. Either scoring/radar has to be gone, or cp status has to be gone, and either case would be frustrating to the player I think.
     
  5. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    I'm totally in love with this. I assume that the yellow/purple parts are the quick routes?
     
  6. Octopus

    Octopus Guest

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    well I do not think that you should slow down the intel carrier for two reasons:
    1.Scouts are fast for a reason so they do not die
    2.If you scout rush, so what?
    -It would just be like a scout rush any other time
    -Without the rest of the team you would just die
     
  7. die_angel

    die_angel L1: Registered

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    Thing is so far, only this flag mode does not automatically mark a point when you capture, all the others either give a point, or can be picked up by anybody. Unless there is some tuning entity for these gameplay elements.

    What i just want to avoid is a mad scout rush that run past the middle ground without much combat. If the flag carrier is slowed down, the slower elements of the team can protect him during the trip and it encourage more teamwork, making the act of capturing the rocket a team effort.

    A key advantage of the scouts on this map is that since the silo has 3 entrances spread evenly all around it, scouts can rush from one side to the other to harass and flank the defense while the bulk of the attackers charge in.

    But i'm open to suggestions so i keep that in a corner of my mind.

    Two WIP screenshots: of the blue side (even if it's orange :p)
    By the way, i know things aren't level, i'm making all the preliminary brush work flat before pushing things up and down. (excepted the silo cause i had already most of it built)

    http://ethernia.net/img/ch_rocketpad/ch_canaveral_alpha_10001.jpg
    http://ethernia.net/img/ch_rocketpad/ch_canaveral_alpha_10002.jpg
     
  8. die_angel

    die_angel L1: Registered

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    After hours of harassing work , i finally made something remotely worth of being named an alpha 2, mosyt of the map has been rebuilt according to the new drawings.
    95% of the game logic is up and running (thanks to all the guys here :) )

    here is al aerial view with the different points of interest:
    http://ethernia.net/img/ch_rocketpad/ch_canaveral_alpha_10007a.jpg


    You can also make some playtesting on my server : ethernia.net:27015

    Map size 5Mb.

    If you do , please give me some feedback of how the layout is workingeither here , on steam or by email :)
     
  9. die_angel

    die_angel L1: Registered

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    Okay after some play testing it seems the map isn't working at all the way i was hoping. I realize this is probably due to my inexperience with TF2, since i'am unable to fix it for the moment i will simply put this project on hold for a little while and try to work on a simpler and easier to balance "first" tf2 map.