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Posted

Here's my TF2 map that I'm working on now and again in my spare time or when I have some ideas. This is the red base so far. What I'm doing is making the red base angular and kinda square and the blue base will be more rounded and curvy. Make it a bit more opposite instead of just red and blue, warm and cold.

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Posted

looks rock solid i cant see a single artifact or thing i would remove but it lacks a certain ... landmark

imagine i am at the water cooler at work and i want to tell somebody about that AWSOME tf2 map i played yesterday id be like:

that maps has this .... its like ... it looks like as if ... .... i dont know ...

i have seen so many tf2 custom maps over the last couple of month here are the ones i remember:

-there was one on an airfield with lots of little custom plane models.

-there was that one set in outer space on a MIR like space station.

-there was one that had a zigzag hill leading to a rocket on top.

notice a pattern ?! ;) ... landmarks !

Posted

Well, it is only one base so far :) Let's see what he does with the midground!

The one thing that sticks out is the CP area. I don't know what your intended layout is but if that's the base I'd re-work that point. If you look at the final cap points in every CP map in the game (that I can think of off the top of my head at least), there's some kind of barrier that lets defenders put their back to a wall and fight it out. Well has the semi-circle with the spawn behind it, Badlands has a similar setup but with the spawn above and behind a bit on either side. Granary has the back wall with the walkway and steps creating a semi-barrier on one side and plenty of other cover objects in the way. Every cap point on Dustbowl except 2-1 also includes some kind of backs-to-the-wall position. I think a big open point like that is just going to be too easily overrun - offensive spies would have a field day, stickies could be easily cleared out, soldiers and demomen would have to rely on direct hits (which I do anyway as a demo because I'm badass, but still... :P)

That aside, I really like the look of what you've got going here. I think the sloped pillars in the CP area look a little out of place if only because the rest of the walls are still so axial, but the rest looks great. I actually really like the last shot, it's simple but in a really good way... Looking forward to seeing more :)

  • 2 weeks later...
Posted

Hey, I meant to get back to this thread sooner, sorry :(

Looking at the top-down, I'd be worried about the distance that Red has to travel to reach that CP as well as the previous comments on the CP position. If the CP were moved back, maybe to where the stairs are or to the room in between, I think it'd be a much more serviceable defensive position. You'd have to shuffle things a bit to frame it properly in the level but that might also help break up the 4-way symmetry in the room right now.

There's nothing wrong with the symmetry you have, but it might be worth looking into some more asymmetric options. Even the symmetric TF2 maps are only symmetric on the center point, not within the routes themselves (at least, once you clear the spawn area). Differences in those routes are things that'll help create differences in strategy, whether it be offensive routes, turret placement, sniper vantage points, rocket/double jump-accessible areas, sticky ambush points, spy hiding spots, etc.

Posted

I know looking at that top down view it looks far away but it really isn't It's no further than one of the points on dustbowl, the one that's in that little wooden building. I guess the only difference is you can see it directly from where you spawn sort of in dustbowl. You can get to mine rather quickly, it just looks like a long way after seeing the overview. I will look into moving it back and change the routes some so they are't so symmetrical. I just love symmetry. :cool:

  • 1 month later...

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