My head is exploding try to interpret this into an actual place. I don't play TF2 anymore but good luck with it.
owww shit my head
The central area seems kinda small and coverless. Also, how deep is the water?
Ill have to get this when you release it. Best of luck!
I read the title and thought of the Thunderdome, so yeah, you should make a KotH Thunderdome map. 2 teams enter, 1 team leaves!!!!!
In a PM to me, you said that you added a hallway connected to the spawn rooms to prevent spawn camping, but I can't tell which halls these are. For the L Spawn, I'm guessing it's the gray rooms. The size of the map is kind of hard to judge with everything in your images being scattered, and there being multiple floors. Just make sure there are a few different ways to get to each point, but also make sure it isn't too complex. The map should be pretty easy to memorize, so people know where they're going, and can make a strategy. You don't want people to feel like they're just randomly wandering around your map, hoping they're not running in a circle, or not knowing where they'll end up.
Looks pretty good so far. If you can, give us some screenshots when you have enough of it made to give us an idea of how everything will be laid out.
I've been working on the map, and have come to a version I think will be the one I start to build. Here's the base and here's half the center point. I didn't feel like copying all the objects and flipping them, so you'll have to use your imagination a bit. As before, darker shades indicate higher areas and whenever I want to indicate a path goes under something without pulling it out to the side I use an arrow going under the object in question.
Also, let me just explain a few things about the intricacies of the map that might not come off that well in the drawings. First the old way into the shed (The building in the lower right hand corner of the central area) is by swimming into it. Second, the piers (The wooden platforms flaking the point and the edges of the central area) are very high and have some impenetrable areas below them to break up the land. You might've noticed the arrow under it, but that was to indicate that there's a path under it at the far edge of the map good for coming around and getting to the point from the other side. Third, after playing 6 hours of prop hunt I added a bunch of boxes and barrels to the map to liven up some spaces. Please excuse the crudity of their representation, I didn't have time to draw them to scale. Also, the scale might be totally off because I have a crap eye for scale. Anyone want to comment on the size of the map judging by the Control Points or Doors?
Finally, looking at the map I realize that the left staircase is totally overpowered as a route as it doesn't really wind and comes up in a place where no one but a camping guy, possibly an engie, would be. But since they'd have to either climb the crates that are pretty far out to get there, its not fair to expect people to be able to confront guys going up the left stairs. I'm adding stairs leading up to there on my paper version to increase the possibility that guys will populate that area.
Usually guys will spawn at either the Left or Right Spawn, but the Forward Spawn is there for when they have all the points. Anyone have any quick suggestions before I start building it?
That version's a little hard to make out, here's a full version uploaded elsewhere. I think I'll go back in and start improving that design now though.
Here's basically what I had for BLU again with a few changes here and there. A lot of the changes probably fly in the face of anything I learned about managing room heights when trying to build a complex 2 to 3 story building, but still. There should probably be a hole in the ceiling of the center entryway to make that area slightly more accessible and the highest hallway needs a little more purpose, but it's better than nothing I think. The changes I've made go like this. First off I've made the entry way wider to make it more like the 2Fort entry way which is a solid location for fighting. Two, I've extended the stairs in the main room to stretch farther to increase the time it takes to climb them. Four I've made was once a ramp a stairwell. Five I've made the right spawn empty downward into the main point instead of into the higher hallway/a passage that leads to the higher hallway, and that's about all the major changes from the last version of it 7 months ago.Thoughts anyone?
That sounds like a really great concept for a map. I agree with your comments on control point and KOTH maps, and this sounds like a very nice way to combine the two. The map layout looks really good to me. Somewhat simple, yet it would allow for a lot of different strategies for taking control and defending each point. I like how the center point is open, which means it's really going to be a struggle to keep control of it. That should keep the action going and make the games fast-paced and more interesting.
I don't see the other two capture points on the map, but I'm assuming they'd be each team's building. For the health and ammo, I'd say you should just wait until you can play on the map, then test out some different strategies you think will be used, and put them where you think they'd be useful and balanced. And I noticed that the building in the top-right and lower-left corners have paths leading out of them, the opposite direction of the center point. Do those lead somewhere?
Again, it looks like a very nice map, and I'd love to play on it. When you get a playable version of it made, I'd be happy to help you test it and give you feedback.
So a while back I came up with an idea for a mode which combined the merits of CP and KotH maps and fixed a few of the problems I perceived with them. I sketched out several maps, and over Christmas I started building a map which would prove the mode in Hammer. It came together well across around two weeks in terms of structure and, to a certain degree, appearance. However, after Christmas my Harddrive failed and I lost all progress I had made on the map. I was playing less TF2 at that point and I really didn't feel like going in and starting over at that time. However, since getting back into TF2 for the Engineer Update, I've been thinking about the map and I've decided to give it another go.
So then, this mode was designed to resolve the problems with CP and KOTH that I perceived. In CP maps the problem is that too much of the time it devolved to a struggle over the middle 3 points where rarely will the attacking team manage to take the last point and win the game. Like in CP_BlackMesa, which I am quite fond of, the middle three points mearly change hands countless times across the course of 30 minutes. And while one team may be doing better, unless they manage to take that last point from the other they'll have nothing to prove it with. Meanwhile I think KoTH isn't dynamic enough. Basically, you're either trying to defend a single solitary spot or you're trying to take that single solitary spot and force them off it. There's a single set of entrances and exits and never an event where you say "I have to push forward now that I've done X." In KOTH, when you've done X, you've finished! Now all that's left is to sit down and see how long you can sit.
Basically it works like this. Two countdowns are always counting down from say, 3 to 5 minutes. However, capture the middle point and you add 30 seconds to the other teams timer. Capture all 3 points, and only your timer ticks down. That's about it really. Simple, but I believe it rewards a team which manages to dominate their enemy consistently and encourages pushing for the team that's behind because if they do not push to the 3rd point they will lose.
I figure such a mode would have to have points which are easy enough to capture, but tricky to defend. That's the reasoning I have for the design of the central point I've done justice in Google Docs for this post. It's loosely based on the central point of CP_BlackMesa. The shade of the color indicates the height and the color sorta indicates material for some reason. Also, for what its worth, I'm currently going with a swamp motif for the map, with one side having a big laboratory and the other having the kind of wooden mansion you would expect to be haunted.