My current WIP. The basic idea is two buildings facing each other across a two lane city street. They are 3 story buildings. A skywalk connects the two on the second floor and there are battlements on the third floor. There is also first floor access, and I am considering two side routes on either side of the building.
The map is supposed to play similarly to 2fort. The difference is that you are not
forced to run directly past the spawn rooms. You can, but it is not the only option. Its also laid out to make it difficult to die defending the intel, then respawn and immediately be able to defend it again - or try to. (unless your team is helping to hold it back)
This is an overall exterior view. The top floor is inspired by some of the 'modern' design for 1 story houses in the 50s and 60s, and the rest of the building is pretty standard design.
Next is a 3rd floor overview, which is where the spawn rooms are. Both rooms face each other, making it difficult to effectively spawncamp as enemies would be at your back as well. Players can access an outside area to snipe of spam rockets from, or take the stairs down to lower levels. The exterior battlememts area should be designed narrow enough to cause splash damage from rockets hitting the backside of the wall/windows, but testing will show how much adjustment is needed. Standing all the way back by the glass will only offer a view of the opposing building's battlements, so snipers will have to stand at the edge due to the parapet wall, or even on top of the parapet wall for a view of the ground level. The skywalk will also block the most travelled area.
Last is a 2nd floor overview. Two stairwells from the third floor feed into one central staircase in between the 2nd and 3rd floors from the sides. The case will be located in a room behind the stairs and spawn areas, at the top of the screenshot. Primary defense of the case would occur in the case room itself and in the landing area on the second floor, between the two sets of stairs leading down to the ground floor.
From that location, one can choose to go down to the ground level and run back to base or take the skywalk across. (one could also choose to run past both spawn rooms and jump off the roof) The skywalk is set up to allow sniping but not provide a view of players travelling within their own base from the enemy side.
Most dimensions are under 1024 units; the first floor entry area is 512x1152. 2nd floor side areas are roughly 768x600. Detail and additional construction will be used to take up space as well, so please hold the comments on detail and fine tuning the layout. The largest area will be the exterior, at 1024x1200. The road will be split in half, however, and have landscaping in the median to break up the view from base to base. Longer views lengthwise will be available, but as players standing in the wide open are very vulnerable, it should not be much of an issue. These players will also be looking perpindicular to the players direction of travel, making hitting them more difficult.
Ive just begun on the map today, so theres a long way to go.
