- Apr 27, 2008
- 543
- 70
EDIT : I added here some more recent screens, since the map started quite a long time ago
So, this is my first map (both for TF2 and generally).
It is designed as a fast and compact gravelpit-like map, in a small north african city. My main gameplay/architecture intention was to give large room for vertical oriented combat. Of course it didn't end as I intended to, but it's got quite the feeling I wished for.
Gameplay wise, the map features two different kind of locations : the terrace and roofs, kindom of soldiers and snipers, and the small streets, where pyros and heavy can roam more safely.
RED have two swan room with 5 exits total. There is 2 permanents exits on each side of C, and 2 only exits directly on A and B, closed on capture. One exit on the rear of C is available after A and B capture. 2 only entrance passages give quick access to supply on the sides of C as well. I did this in hope to avoid harsh spawnkill and give options for flanking.
The map layout :
BLU spawn is located at the bottom right corner, RED on the upper left. The three CP are located on upperleft, upper right and lower left.
More snapshots :
outside the BLU spawn
The spawn itself is upstairs, there is a door useable only by the blue team to get onto the terrace. RED have one single acces on this part of the map, thus preventing occasionnal spawnkill. A fair part of upper positions in casablanca are in the eyesights of snipers, standing still is not an option.
Capture point A
Blu can use the roof, or the large windows for attacking from above. Two ground corridors offers alternative entrances.
Capture point B
More opened than the first, this CP features fights on the high terraces and the covered galleries under. BLU have a small niche for hiding themselves begore assault.
Capture point C
More elaborated. The zone around C is sourrounded by corridors. Two corridors on the sides provide acces from the ground. The tower on the right gives access to three different heigths and is a heated place of confrontation.
So far, what I've observed : Points A and B haven't shown any large difficulty difference. While distances are not that large, attack isn't easy. Engineers have a more difficult time than in most of attack/defense maps. Point C requires a good load of teamplay to be captured.
Casablanca is a good place for flanking tactics and mobile defense, two things I do like a lot
Despite the open structure of casablanca, snipers aren't that bothersome. Many places offers shelters for scouts, pyros and spys.
Issues and things to do :
I clearly lack models fitting to this ambience, and so far, casablanca is quite empty, props wise. I still have to add displacements to the ground. Some performance issue seems to arise in high locations such as point C. I've been reducing vertex count for arcades, trying to add portal in most corridors, and diagonal hints wherever possible, but still, the very nature of this map is a threat to optimization. It's not a gamebreaking issue, but I'm likely to have to restrain from further decoration.




So, this is my first map (both for TF2 and generally).
It is designed as a fast and compact gravelpit-like map, in a small north african city. My main gameplay/architecture intention was to give large room for vertical oriented combat. Of course it didn't end as I intended to, but it's got quite the feeling I wished for.
Gameplay wise, the map features two different kind of locations : the terrace and roofs, kindom of soldiers and snipers, and the small streets, where pyros and heavy can roam more safely.
RED have two swan room with 5 exits total. There is 2 permanents exits on each side of C, and 2 only exits directly on A and B, closed on capture. One exit on the rear of C is available after A and B capture. 2 only entrance passages give quick access to supply on the sides of C as well. I did this in hope to avoid harsh spawnkill and give options for flanking.
The map layout :

BLU spawn is located at the bottom right corner, RED on the upper left. The three CP are located on upperleft, upper right and lower left.
More snapshots :
outside the BLU spawn

The spawn itself is upstairs, there is a door useable only by the blue team to get onto the terrace. RED have one single acces on this part of the map, thus preventing occasionnal spawnkill. A fair part of upper positions in casablanca are in the eyesights of snipers, standing still is not an option.
Capture point A

Blu can use the roof, or the large windows for attacking from above. Two ground corridors offers alternative entrances.
Capture point B

More opened than the first, this CP features fights on the high terraces and the covered galleries under. BLU have a small niche for hiding themselves begore assault.
Capture point C

More elaborated. The zone around C is sourrounded by corridors. Two corridors on the sides provide acces from the ground. The tower on the right gives access to three different heigths and is a heated place of confrontation.
So far, what I've observed : Points A and B haven't shown any large difficulty difference. While distances are not that large, attack isn't easy. Engineers have a more difficult time than in most of attack/defense maps. Point C requires a good load of teamplay to be captured.
Casablanca is a good place for flanking tactics and mobile defense, two things I do like a lot
Despite the open structure of casablanca, snipers aren't that bothersome. Many places offers shelters for scouts, pyros and spys.
Issues and things to do :
I clearly lack models fitting to this ambience, and so far, casablanca is quite empty, props wise. I still have to add displacements to the ground. Some performance issue seems to arise in high locations such as point C. I've been reducing vertex count for arcades, trying to add portal in most corridors, and diagonal hints wherever possible, but still, the very nature of this map is a threat to optimization. It's not a gamebreaking issue, but I'm likely to have to restrain from further decoration.
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