Greetings! I'm pretty new to this forum (this being my first post actually,) but this is the website that has helped me the most during my mapping process so far. This is my first ever 3d map, so all criticism / compliments / comments are more than requested!
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So, I've been quite addicted to the Hammer Editor lately, and I find its usage quite easy after a while, and now I've started doing a map where you capture points similar to the way of TFC Dustbowl and Avanti. By carrying your team's flag to the CP. Despite the bugs in the playmode atm, I want some serious madrushing with the flag, where skills will be rewarded, while newbies still have their chances. So I'm going to give it a try!
Now I will be explaining the map idea more carefully.
Important
The map will be played like dustbowl ( 2 capture points per round ), but there is just the flag you will have to carry to the CP. The basic idea is that the BLU players will have to push upwards while attacking, that's why the location is mainly a skyscraper. The farther the attackers push (round-wise), the more uphill combat it will be for them. You can just figure out how much good movement skills are going to be rewarded here. (You may think that RED has a huge advantage in a map like this, but it has been taken into consideration. They won't win all games by default.
)
There will be generally one main path for each round, and one easily accessed sidepath, and some others that require imagination and some skills. The BLU players will first have to fight their way to their intel, which is designed to be relatively easy. After that they will have to push to the first CP of the round, which is slightly harder but should be accomplished. Then the flag respawn moves closer to the CP BLU just capped, and the push for last CP may begin!
Not that important
Round 1: The map starts out from a garage/storage depot behind a RED skyscraper, and the BLU team will spawn in the depot. The first CP is on the ground level in a small guard shack close to the skyscraper, the second is at the first floor of the building, where the lobby hall is. Here is plainly one main path, but creative and smart BLU players will quickly find much more approaches to breaching the defenses of the RED team other than by pushing the main road.
After capping them, we move on to the second round, which begins at the second floor of the building.
This round is ready for alpha testing.
Round 2: Second & Third floor, here you will have some serious close combat with some good (and well placed) opportunities for longer ranged classes too. Once the third floor has been reached by BLU, new pathways that lie outside the building will become more available for them. There the risk of falling down from the building (and dying instantly) is present. Scouts, soldiers, and demomen specially would like this way of an approach due to their jumping abilities, while the other classes would prefer the safer roads inside, which will also mean somewhat less creativity. Of course ventilation shafts and an elevator exist here too, but there you will have less chances of moving around, and the places you can reach via them are very limited.
This round is still under editing.
Round 3: Much more upward -going combat will be coming here, I've got ideas for this round, they are just not finished yet.
Images
Some images from round 1:
BLU team respawn / flag area. You can reach the rooftop of the respawn room via stairs as a BLU player. RED players have to use jumping skills. I'm standing above the RED battlements, on a ventilation shaft. Jumping there requires some imagination, but it is possible and challenging.
*Deleted most of the images, as they were seriously outdated. Scroll a bit down to see some better and newer images.*
------
So, I've been quite addicted to the Hammer Editor lately, and I find its usage quite easy after a while, and now I've started doing a map where you capture points similar to the way of TFC Dustbowl and Avanti. By carrying your team's flag to the CP. Despite the bugs in the playmode atm, I want some serious madrushing with the flag, where skills will be rewarded, while newbies still have their chances. So I'm going to give it a try!
Now I will be explaining the map idea more carefully.
Important
The map will be played like dustbowl ( 2 capture points per round ), but there is just the flag you will have to carry to the CP. The basic idea is that the BLU players will have to push upwards while attacking, that's why the location is mainly a skyscraper. The farther the attackers push (round-wise), the more uphill combat it will be for them. You can just figure out how much good movement skills are going to be rewarded here. (You may think that RED has a huge advantage in a map like this, but it has been taken into consideration. They won't win all games by default.
There will be generally one main path for each round, and one easily accessed sidepath, and some others that require imagination and some skills. The BLU players will first have to fight their way to their intel, which is designed to be relatively easy. After that they will have to push to the first CP of the round, which is slightly harder but should be accomplished. Then the flag respawn moves closer to the CP BLU just capped, and the push for last CP may begin!
Not that important
Round 1: The map starts out from a garage/storage depot behind a RED skyscraper, and the BLU team will spawn in the depot. The first CP is on the ground level in a small guard shack close to the skyscraper, the second is at the first floor of the building, where the lobby hall is. Here is plainly one main path, but creative and smart BLU players will quickly find much more approaches to breaching the defenses of the RED team other than by pushing the main road.
After capping them, we move on to the second round, which begins at the second floor of the building.
This round is ready for alpha testing.
Round 2: Second & Third floor, here you will have some serious close combat with some good (and well placed) opportunities for longer ranged classes too. Once the third floor has been reached by BLU, new pathways that lie outside the building will become more available for them. There the risk of falling down from the building (and dying instantly) is present. Scouts, soldiers, and demomen specially would like this way of an approach due to their jumping abilities, while the other classes would prefer the safer roads inside, which will also mean somewhat less creativity. Of course ventilation shafts and an elevator exist here too, but there you will have less chances of moving around, and the places you can reach via them are very limited.
This round is still under editing.
Round 3: Much more upward -going combat will be coming here, I've got ideas for this round, they are just not finished yet.
Images
Some images from round 1:
BLU team respawn / flag area. You can reach the rooftop of the respawn room via stairs as a BLU player. RED players have to use jumping skills. I'm standing above the RED battlements, on a ventilation shaft. Jumping there requires some imagination, but it is possible and challenging.
*Deleted most of the images, as they were seriously outdated. Scroll a bit down to see some better and newer images.*
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