Looks like a friggin great opportunity.
TF2 Maps/VALVE Art Pass Contest
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The map kinda sucks though, the rooms are badly built on the grid, the displacements are ridiculous and the layout seems not so good, with huge sightlines.
But, I'm doing something right now with it, I hope it will turn out well.

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Everyone keeps saying that. What's wrong with huge sightlines? There are a bunch on Gold Rush that are utterly crucial.
Same with the semi-building off the grid -- that's what avoids the cookie-cutter syndrome of a lot of maps. You can definitely tell when everything's in increments of 64 and 128. It looks boring.
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Goldrush is well balanced, but these sightlines will kill it, in my opinion.
A skilled Sniper or a wrangler Engineer will certainly dominate everyone. However I spotted nice alternative routes so it may be good.
I completely detailled the RED spawn, I made a big warehouse with turbines and shit, but I don't really know what to do with the small corridor and the windows leading to the C cap.

(I'm going for a Gorge theme by the way).
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Goldrush isn't really all that well balanced. You can see the stats here: http://www.steampowered.com/status/tf2/tf2_stats.php And Goldrush doesn't really stand out from the others (not like shitfests like Hydro
), but in my experience on most random servers defense has a big advantage over attack, especially now when a wrangler engineer can just put one on top RED spawn, point it at the cart tunnel, and close it off as well as if he just bricked it up. With the wrangler that first part of the map is now by far the biggest obstacle, even over the final cap, which was previously a massive D spamfest. -
The only problem I have with this map is BLUs spawn. The right-hand entrance has no turn in it whatsoever and is only a couple of feet away from where players spawn. Essentially RED can just spam and kill people as they spawn. :\
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I've read in the FAQ that you are allowed to modify the layout inside the BLU Spawn, which I'm going to do because yeah, it is bad.

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Good luck guys, make mapcore proud.
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I would actually have a go at this if I had the spare time. I'm assuming that they are going to be inundated with the desert/wood set? Or do yo think there will be a big new custom winner
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I think the point is to make something unique rather than making another /insert name here\ map clone.
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Wowo, this is very interesting, I don't know if working on another tf2 map is good for me but i want to try

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Yeah I am going to take a few days off black mesa and give this a shot.
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The layout is very strange
there is a very big thin wall in front of the blu spawn with a playable area behind. -
Ought to be fun. Haven't done a TF2 and its simply an art pass, which is the fun part for me!
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Quote from 3Dnj
The layout is very strange
there is a very big thin wall in front of the blu spawn with a playable area behind.Valve does that alot.
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I kinda like the big inexplicable wall. It forces you to be creative.
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I can guarantee you they made all this weird shit in here to for us to be creative.
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i wish i had hammer on this computer so i could just fly around. im always interested in looking at other peoples work, especially professionals, not that ive even opened hammer in probably 2 years
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Quote from Skacky
I've read in the FAQ that you are allowed to modify the layout inside the BLU Spawn, which I'm going to do because yeah, it is bad.

Maybe this is all cunningly intentional. Make the BLU spawn better + obscure the sightlines with props + turn the random wall into something = Get a job at valve.
I image they're looking for something different to the other levels though. Possibly fill it with flags or other objects someone could conceivably collect and return to some kind of capture point. Nobody would think of putting those in TF2
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Put a big masked texture on it and func_illusion that bitch
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