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Posted

Cp_Tidal is set in a facility on the bayside. It's set at night time and I tried to create a cool view of a suspension bridge across the bay. I chose to keep each side similar in architecture so the whole map would fit together and feel like one cohesive modern facility.

It's a 5 cp linear push map with battles across rooftops and in alleys. There's a lot of ledges to look down and defend/attack from.

I've been working on it off and on since January 2010. For this map I spent a lot longer balancing gameplay and trying to make the areas fun than my I did for previous works. This time I let the maps design evolve more out of the playtests rather than just my head, so I think it plays a lot better than my older maps. It's balanced for 24 players.

Version 3 update:

For version 3 I tried to reduce the overall bland look of the colors of the map. People felt like it had too much sameness in the textures used throughout.

I made interiors way warmer in light than exteriors to make it look more exciting lighting-wise. I made some buildings have different textures than the rest to add some variety. I added a new metal wall texture which I used on some buildings. I also changed the shape of some of the roofs. They seemed to be too boring and boxy shaped before.

I'm pretty happy with how it is now at least visually, but there's always room for improvement. I wanted to post the map here on MapCore to get some of your guys feedback on the visuals before I release version 4.

Here's the download link:

Dropbox:http://dl.dropbox.com/u/3845726/cp_tidal_v3.zip

Screens:

cptidalv30014.jpg

cptidalv30013.jpg

cptidalv30015.jpg

cptidalv30016.jpg

cptidalv30017.jpg

cptidalv30018.jpg

cptidalv30019.jpg

Posted

We have already v3 on our server. It's clean and well done (I love the bridge). On the gameplay side, we didn't try it enough or there was not enough people to make a good judgment, people were a bit lost but it's always the case when you test a new map.

Posted

This is some sexy stuff.

Very clean and kickass look. I like how you chose a very original visual approach... it's always good to differentiate one's map in that regard!

Good job!

Posted

Looks real nice! I'd get rid of some of the "lit" windows though. Since you have these huge lit windows everywhere the map can look a bit convoluted in some places. Make most of the windows dark and get some nice cubemap reflections on them, that's gonna rule :)

Posted

Looks great, but really cookie-cutter / perpendicular. A lot of TF2 maps usually make a point to avoid staying on the grid with 90 degree angles; especially Gravelpit and others, they have so many buildings rotated at different angles, etc. It feels more natural and less "game-y" and opens up cool new line of sight tactical opportunities. Ditch the grid!

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