- Jul 24, 2015
- 6
- 0
So I'm still in the grey about making TF2 maps seriously, while it's a game I enjoy, I'm not sure if this is a spur of the moment thing. But At least I have something to do in my free time. Anyways, I joined this forum to discuss design the elements about a map, and where they succeed or fail.
Anyways, I wanted to make a suggestion about one of my favorite maps, CTF turbine. The main 2 problems I'm able to see for it is:
1) The left hallway (when invading) to intel is a frequent meat grinder, and a big choke point. There is the other hall, but that is right next to the enemy spawn, making big coordinated pushes difficult.
2) The center room is a big choke point. Since all three paths to the enemy side of the base is though the center room, the team that controls center shuts down the other team.
So If i were flobster (as unofficial rebalancing is frowned upon here apparently), this is what I would add:
I made a more or less to scale replica of the map on grid paper and made my additions in color. The initial entrance to this addtion was supposed to be below the platform in the hallway, but I realized that would be a very cramped, low doorway. So instead I would move it to above where the scout is pointing so there could be a proper sized door there. Once you go though that door way there will be a set of stairs going down below the map, going down the stairs you make a right turn, and from then, to your front is an alcove for cover with a small medkit, and to your left is a short hall leading to the lower turbine room. The lower turbine room will have a lowish ceiling, (though taller than a vent, high enough to jump without smacking your head). Obviously the lower turbine room will have three cylinders for the respective turbines above, the flooring would be steel grating with water below. In the lower turbine room, there are two team sided small halls that lead to a maintaince room with a medium ammo pack in the corner. Diagonal from it, is a drop-down to the underwater section of the turbines (the red squares) that goes to the enemy maintenance room.
So with this addition, this in theory would knockout two birds with one stone. It would add an alternative way to the enemy intel that bypasses the main room, and adds a flanking path to the hallway to help alleviate the meat-grinder-syndrome.
I'd just like to know from more experienced mappers if this idea would work to see if I properly understand map design theory. So in a hypothetical scenario that this became a reality, would improve the map, or make it worse to play on?
Anyways, I wanted to make a suggestion about one of my favorite maps, CTF turbine. The main 2 problems I'm able to see for it is:
1) The left hallway (when invading) to intel is a frequent meat grinder, and a big choke point. There is the other hall, but that is right next to the enemy spawn, making big coordinated pushes difficult.
2) The center room is a big choke point. Since all three paths to the enemy side of the base is though the center room, the team that controls center shuts down the other team.
So If i were flobster (as unofficial rebalancing is frowned upon here apparently), this is what I would add:
I made a more or less to scale replica of the map on grid paper and made my additions in color. The initial entrance to this addtion was supposed to be below the platform in the hallway, but I realized that would be a very cramped, low doorway. So instead I would move it to above where the scout is pointing so there could be a proper sized door there. Once you go though that door way there will be a set of stairs going down below the map, going down the stairs you make a right turn, and from then, to your front is an alcove for cover with a small medkit, and to your left is a short hall leading to the lower turbine room. The lower turbine room will have a lowish ceiling, (though taller than a vent, high enough to jump without smacking your head). Obviously the lower turbine room will have three cylinders for the respective turbines above, the flooring would be steel grating with water below. In the lower turbine room, there are two team sided small halls that lead to a maintaince room with a medium ammo pack in the corner. Diagonal from it, is a drop-down to the underwater section of the turbines (the red squares) that goes to the enemy maintenance room.
So with this addition, this in theory would knockout two birds with one stone. It would add an alternative way to the enemy intel that bypasses the main room, and adds a flanking path to the hallway to help alleviate the meat-grinder-syndrome.
I'd just like to know from more experienced mappers if this idea would work to see if I properly understand map design theory. So in a hypothetical scenario that this became a reality, would improve the map, or make it worse to play on?