- Jan 23, 2008
- 122
- 14
Hello all, I've been lurking about the mapping community since the days of Jedi Outcast and the Radiant editor, having switched to Hammer back when HL2 and CS:Source came out. I have an unfortunate habit of drawing up really great looking maps on paper and never actually making them (or stalling and never finishing ones I try). None the less, I've gotten about a third done on a CTF map for TF2, which is more than I can say for most of my projects of late!
[skip this section if you just want to see the bloody map!]
This map was originally going to be a wacky spytech-styled secret weapons factory, where RED made flamethrowers and BLU made miniguns. I was stuck for awhile on what could connect the bases, but finally moved the whole complex underground where tunnels could come into play. The premise now is you're in the "back" of the factory, where the corporate brainstorms had the company excavate a tunnel out the back door to dig toward the enemy's conveniently placed (and also top secret) base. It just so happens the other team did the same, and so they met in a large central cavern (which forms the battlements). An air exchange system runs above the cavern, while a second tunnel runs below it providing two additional routes.
Unique mechanic: The vents are team-filtered, one way trips. A powerful gust propels you up from your entrance, while a trap door blocks you from turning back once you've made it to the enemy side. The vents don't cross, so there are no vent battles. The exits are easy enough to defend to make using the vents a real choice, since there's no turning back if you're staring down a sentry gun! You can bail out into the central cavern, however, if you lose your nerve.
Possible additions: I've been deeply contemplating a potential secondary objective but really lack any place to put it without greatly increasing the map's complexity and adding in more tunnels. Any suggestions along this line, or if you think the map should be fine as it is without any gimmicks, I'd greatly appreciate feedback.
[ok, enough babbling about map theory and history]
So, without further adieu...
http://www.apex-games.net/screens/
Note that the "alpha2xxxx" shots are somewhat old. I haven't worked on the map for some time due to family crisis and various distractions.
This is the original layout sketch
I moved the air exchange entrance/exits so they're part of the main base area in a sort of janitor's closet, so they're not in the middle as that image would seem to show
==========
So there you have it, my first serious map project in years. I can only dream of putting out a map anywhere near the quality of maps like Quarry, but if I'm really lucky I'll finish something this time!
Questions, comments, critique welcome as always.
[skip this section if you just want to see the bloody map!]
This map was originally going to be a wacky spytech-styled secret weapons factory, where RED made flamethrowers and BLU made miniguns. I was stuck for awhile on what could connect the bases, but finally moved the whole complex underground where tunnels could come into play. The premise now is you're in the "back" of the factory, where the corporate brainstorms had the company excavate a tunnel out the back door to dig toward the enemy's conveniently placed (and also top secret) base. It just so happens the other team did the same, and so they met in a large central cavern (which forms the battlements). An air exchange system runs above the cavern, while a second tunnel runs below it providing two additional routes.
Unique mechanic: The vents are team-filtered, one way trips. A powerful gust propels you up from your entrance, while a trap door blocks you from turning back once you've made it to the enemy side. The vents don't cross, so there are no vent battles. The exits are easy enough to defend to make using the vents a real choice, since there's no turning back if you're staring down a sentry gun! You can bail out into the central cavern, however, if you lose your nerve.
Possible additions: I've been deeply contemplating a potential secondary objective but really lack any place to put it without greatly increasing the map's complexity and adding in more tunnels. Any suggestions along this line, or if you think the map should be fine as it is without any gimmicks, I'd greatly appreciate feedback.
[ok, enough babbling about map theory and history]
So, without further adieu...
http://www.apex-games.net/screens/
Note that the "alpha2xxxx" shots are somewhat old. I haven't worked on the map for some time due to family crisis and various distractions.
This is the original layout sketch
I moved the air exchange entrance/exits so they're part of the main base area in a sort of janitor's closet, so they're not in the middle as that image would seem to show
==========
So there you have it, my first serious map project in years. I can only dream of putting out a map anywhere near the quality of maps like Quarry, but if I'm really lucky I'll finish something this time!
Questions, comments, critique welcome as always.