Author Topic: Map idea  (Read 724 times)

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Peacekeeper

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Map idea
« on: April 30, 2010, 16:52:34 PM »
Having this idea for quite some time now, I finally got it into a not-so-mindblowing shape that you can participate.

It's basically a classic 5cp map with a layout that is quite to that of a very old map, cp_orange X; I played that map several times back then and always thought that it is quite sad that this cool map (because of the layout) never got finished properly. Therefore, I thought of some rocky mining valley with some tunnels and extremely much high differences (more than orange X had) for an all new, vertical gameplay.



Starting with the spawn, you'll come out of a Dustbowl-stage1-ish cave that has two exits: a lower one next to the last cp and a high one, which is a quite high battlement from where rocket jumps and sticky jumps towards 1st and 2nd cp are possible (2 stickeys maybe even till 3rd).

Running out of the lower spawn door, you'll have to get up a small hill to cp1; this makes it easier to defend.
Walking downhill again towards the 2nd cp (which is the lowest point of the map) you'll have to enter a hole that is knee deep (or deeper) with water, maybe comming from a waterfall.

Height differences Graph:


The way to the 3rd cp goes upstairs. very high upstairs. I thought of the middle hill as a giant swiss cheese, a mountain with many tunnels inside and maybe 2 ramps on the outside, all leading up. it's like the badlands spire, but double its height and 3 times its size. just huuuuuuge.
The map is mirrored, so the other team doesn't get any disadvantages.

Layout:


Since I have not clue how map making works i'd like to ask somebody here whether he (maybe even "she" if it exists here) may have a go at it. it would be a crappile of work, but imo worth it.
Thanks.


I'm allways available for questions, testing and else, just msg me. and YES it is ms paint, and NO you shouldnt laugh about it.


EDIT: Picture: the green squares are boxes or trees, however you want. the cut blue line should be some kind of barrier, maybe rocks or trees; should be as high as the battlements. the structures bottom left an top right are mining buildings with an accesible roof and a sealed mining shaft.
Those vertical lines on those other lines symbolise where the higher ground is.
« Last Edit: April 30, 2010, 16:57:54 PM by Peacekeeper »

Peacekeeper

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Re: Map idea
« Reply #1 on: May 02, 2010, 01:26:45 AM »
ok, i've read through tons of tutorials, and somehow managed to create a basic layout yet. If anybody could help me copy-paste my half of the map and with the cp scripts and timer i'd really appreciate it.

if somebody would help me in this case i'd expect a halfway playable early alpha version of the map finished by the end of the week.

deviland

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Re: Map idea
« Reply #2 on: May 02, 2010, 15:02:54 PM »
Peacekeeper, i could help you set up the maps scripts to make it work has u like but we can talk better on steam.
I won't be able to help u bulding the map since im already building my own with UFOslava, maybe after we finish our map we could help you but we don't know how long we will take probably 1 to 3 months.

frymaster

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Re: Map idea
« Reply #3 on: May 02, 2010, 16:44:49 PM »
whether he (maybe even "she" if it exists here)

that's fruitbat, but only on friday nights

Skullrogue

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Re: Map idea
« Reply #4 on: May 02, 2010, 17:07:38 PM »
this map reminds me of an old Warcraft 3 map, was a blast, believe it was the most popular map online
you really have 2 of the obvious captures for each team, and then that middle one which will prove a hell of a fight.
i think it's a great map, sadly i suck at the TF2 map editor :(
"Come forth", said God unto Adam, "and recieve eternal life!" But Adam came fifth and won a toaster.

Peacekeeper

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Re: Map idea
« Reply #5 on: May 02, 2010, 20:01:23 PM »
i think i remember that map ;)
and the middle here is supposed to be hell  >:D

with the layout i had in my head i found it best to make the middle cp atop of a  huge massive mountain. I began to create the paths upstairs and i thought: wow, theres enough space in it, lets put the cp inside a giant vulcan, only held by a few iron beams, looking like some earthquake machine with a deathpit below it.

i have never seen a structure this tall and big in TF2, but still it's like a swiss cheese. this will be fun :)


EDIT: ok, i found out: the inside walkways themself are nearly 3 times as high as gravel C, maybe I should make it a KOTH map instead...
« Last Edit: May 02, 2010, 20:03:14 PM by Peacekeeper »

Peacekeeper

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Re: Map idea
« Reply #6 on: May 02, 2010, 21:47:40 PM »
A few early pictures:

overview:


the inner ramps:


first cp:


second cp:


main spawn outside:


main spawn inside:

UFOslava

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Re: Map idea
« Reply #7 on: May 28, 2010, 08:13:21 AM »
before you take on a serious map, go for small things first... or your map will look like... this.
In TF2 a strong care taken of design and planning... and with lack of expirience of at least few maps will fuck a good idea up...

I suggest you study mapping techniques first and then go for major projects like 5 cp maps...
my first map i ever finished was de_warehouse :/ im fucking sorry i ever released...

then i mapped more, completed couple of maps that haven't been released and got my l4d map... which was never released also...



and finally i work on pl_goldmine and pl_countdown and so far it looks very good...

tl;dr train first, take on big projects later.

Peacekeeper

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Re: Map idea
« Reply #8 on: May 28, 2010, 14:43:24 PM »
I never said this is going to be released ;)

BUT i do agree that i looks kinda strange in those screenshots. i've done most work around these ramps and now the map is just far too big, so i decided to cut out everything but the vulcano and make it a KOTH map.