[WIP] pl_Goldfever

copy112

L1: Registered
Apr 13, 2008
4
0
pl_Goldfever are a payload map. But with a different idea. Instead of transporting a bomb to blow reds base, blue team are transporting a gold cart.
This will be my first map for tf2 :).

Story:
Blue team got lost from the blue base when they looked for financing for the a new war. pl_goldrush totaly crashed blues economic :p. And in the search blue teams finds a gold mine. They start digging and after a wile they have a cart of gold. Now to the big problem. How are they going to transport it to blues base. The only way are a underground track. But it´s garded by 3 red bases. Blue will have to transport the cart to there base and stop red them from getting the gold.

I have only been working on this map for a few days, but the layout of part 1 are nearly done. It misses a few things. Im only using dev texture for now.

Images:

Scetch (made in google scetch up)


Blue Base:


First Point:


Last Point (red base):
 

Lord Ned

L420: High Member
Feb 11, 2008
421
174
Use orange textures for the floors, grey for the veritcal faces. (helps with contrast while testing)

Anyways, intresting idea. How are you gonna do a cart full of gold? Also keep in mind that every room needs a spot for a sentry, a spot to destroy that sentry, etc.

You might have trouble balancing if like 16 engineers hole up in the checkpoints.

What about making extra Yellow paths that go AROUND the checkpoint, and hook back into the track that the Blues can run on, but not the cart. This would:

A. Make it harder to red to defend
B. Give multiple paths for the players atleast if they cannot get past a point.
C. If too many engineers pack themselves into a room, you can get behind them, which is harder to defend.

Also, should make blue start underground in a cave with gold, and have the cart be pushed out of that, then onto your current track. Maybe have a ramp right where it starts and have it go down. So they build a building around their minepath, and the blues spawn above where the gold cart is.

Just have a gate over it until the match starts, then they get a freebie run of like 20 feet, before they fight Red.
 

R3dRuM

L6: Sharp Member
Feb 13, 2008
303
19
Not sure why blue would give gold to red.

Ignore what lord said and use GREY textures for floor and roof, and ORANGE for walls, i think he got mixed up.
 

copy112

L1: Registered
Apr 13, 2008
4
0
Nice ideas the cart was going to be a costum model, but it´s going to be hard to make it. I was going to add details like gold mine etc later, when i had the layout made. I know it should be grey for the floor, but i mad ethe map quickly :p. I also found out that im gong to need a stair to the enginer roof or spys can´t sapper turrets, but maybe i add a way around, i haven´t decided yet.

Blue are going to transport there gold to there base far far away. But they need to get past reds bases.
 

Lord Ned

L420: High Member
Feb 11, 2008
421
174
Personally, the GREY textures hurt my eyes less, and I see more WALLS then floor. (Plus I use alot of displacements, and then i use the blend texture.) Regardless, it's more of preference then whatnot.

I think right now you want to put the mapping on pause for just a second. Literally 5 minutes, and think out a few things.

A. Pick a theme. Right now we have Gold as a theme. Great idea, not to hard to pull of I/O wise. But the LAYOUT doesn't match the theme.

We can assume that the paths that the cart is going on were once caves. Say blu dug down looking for gold, found nothing, and kept digging up and out. (So you can go up and down.)

I would make the checkpoints "Below Ground" (To say it's on the same level almost as the rest of the underground track), but have the red guys come out above. Just make only enough room for like one sentry on top there, and force the rest onto the ground. This gives a good Height contrast, and lets a spy get up there and backstab them all, etc.

Have the final checkpoint be say a truck in the red base? Like they are gonna hook the cart up to the truck and pull it?
 

copy112

L1: Registered
Apr 13, 2008
4
0
So you wants me to to so the map goes up and now in hills? The map are going to be in 3 parts. And it´s actually reds territorium, blue are only trying to steal some gold from red.

1. Blue team get the gold on the track and transport it down to the underground.
2. Blue team transport it until they get to next red base.
3. Blue team transport it past reds last base and into the blue main base. (and everyone in Blue team gets happy)

Edit: You can´t actualy see it, but image oen are above the ground and the rest are under ground.
 
Last edited:

Lord Ned

L420: High Member
Feb 11, 2008
421
174
Oh your layout didn't look like diffrent areas.

My truck idea would still fit.
Mineshaft to truck.
Truck to something else.
Something else to final blue base or something.

And by up and down, I just mean some variation. So that it's not all perfectly fat.
 

copy112

L1: Registered
Apr 13, 2008
4
0
Im only making part 1 now.
They will be like goldrush differnt parts. (the last part are the bomb exploading on).
I will have this on my minds when i make the map.
 

Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
Could use the metal mine cart and a displacement for the gold.

You my need i custom texture, maybe extract one of the existing ones and give it a more golden look.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,081
No no no guys, you use grey for walls and floors of neutral areas, blue for walls and floors of the blue base and red for walls and floors of the red base and never use orange

Go figure

Spacemonkeynz - that would not work as displacements can't be tied to entities and are thus static - which is to say: they wont move an inch :(

Definatly needs multiple routes through each area and choke points at each CP - you generally want to make the alternative routes one team only, and to only lead them to their side of the cart (Like the defending team can never get behind the cart in pl_goldrush...don't believe me? try it! Unless the attackers are half wits or asleep you can't do it.) - that means blocking some routes off untill various capture points are owned (this happens in goldrush but its very subtle and you barely notice it)
You probably (by probably I mean your map will likely suck if you don't) want to have three different height levels in each stage, you can dish them out to give advantages/disadvantages as you see fit but a map with multiple levels is almost always more fun. Of course you'll want lots of other sorts of variety aswell like different lighting environements and some outdoors and some indoors areas, posibly some watery areas