By TheMasterDS 0 Comments
This blog refers to other blogs I've written, here's part 1 and part 2. If you're just joining us it would be a decent idea to read one of them. However since this won't be posted to forums that shouldn't be too much of an issue.
So today the guy behind Hoodoo randomly followed me on Twitter, so I naturally followed him back and showed him my previous blog. See, recently I've gotten back into TF2, and as a result, I've gotten serious about the map I've had in the tubes for a full year now again. Now, what I expected was simple given all the nice things folks have said so far, however what I got was far more useful than comments I've gotten before. He said " @TheMasterDS It's an interesting concep. I think your red/blu caps are too close to their spawns and either no team will get past mid.." and " @TheMasterDS or one team will reach the other side and just sit spawncamping the other team making it miserable for them."
At first I frowned, as I was quite optimistic, perhaps overly so. However after an initial defensiveness passed, I realized something quite simple. He was right, and it was criticism like that that will allow me to improve on my designs, and in fact criticisms like that were what I was looking for when I initially posted the designs onto the internet months before. Really, going into that version I knew I had not cracked the code, and that there were issues that I was worried about, such as the size of the base and the position of the spawns. Really, all he told me is that I was right to be worried, and I should still be looking for the perfect layout for this map.
With that in mind, I'm going to begin taking another shot at redesigning the base for the 4th or 5th time since designing the map, this time looking to make the base longer and adding more combat spaces and a more natural place for a spawn to be. For inspiration I should look at CTF maps, which tend to have the intel farther back from the spawns in a similar fashion. The timing of this couldn't be better, considering most of the base hasn't really been constructed yet (The hallway has to a certain extent, but that can be changed I'm sure if need be.)
Feeling good about the future, and with a little more thought, I'm confident that I'll be able to figure out a better layout for the bases.
Really, what I think is most interesting to note is how defensive we get when told we are not perfect. At some level, we know it to be true, but on another level we fight it. Really, thinking about it, we really have to fight that impulse to keep it from creeping into our work. It's like Yahtzee once said "The cruelest thing you can say to an artist is tell them their work is perfect when it isn't" as then they become convinced that they're perfect, and refuse to believe any criticisms or improve their art in the slightest.
edit: New layout. Warning, it's really big. Numbers correspond to heights. (Later Edit) Also the area to the lower left is a pulled out region that exists under the map and connects the 3 arrows that go out into space.
edit: New new layout. Small change with the hallway that goes below most of the map - it's been made to lead back to the spawn, and there's some highground for folk coming from the spawn. Additionally a path too the right hallway's been removed, making the lower hallway the quickest way to the right hallway if I'm not mistaken.
Also I should note I went in a different direction than I first thought. Initially the thought process was the spawns should be forward of the point so that you always have the situation, while holding the opposite team's final point, they'd be able to come in on all directions. However, after thinking about it, it because clear that that would allow them to cut off reinforcements and split defenders and reinforcements up without some teleporters. Really, CTF maps have spawns forward of the objective because the process of being enemy lines should be a quick one, and optimally you are in and out before too many dudes respawn to cut you or reinforcements off. Capturing a CP is a longer process, and as such, I feel like the conventional wisdom is probably right when it comes to positioning the spawns.
Instead now I've looked at creating a valley of sorts between the point and the spawns through which the local team can pass through to get the point as directly as possible, however there are also side routes now that allow them to get to the side hallway or the bottom of the stairs from the spawn point, which I think should prove really useful in providing the local team with means to retake the base and the different ways of handling the attack I want.
The only thing I'm worried about is whether that little base room I've added should be open to the enemy team. Currently, the thought is that it should be, however I do worry about the possibility of spawn camping if the exits are that close together. Maybe it should simply be a matter of having windows to check if there are campers and placing the supply cabinet close enough to the door where killing campers is simple enough and fighting there becomes something that no one wants to do because of the advantages the local team has there anyway.
Edit: Small detail that just changed, there's an opening that allows people coming through the crack in the wall to shoot or drop into the right hallway, I removed it to make sure the lower route is the fastest way to that hallway.
Edit: Sketched it out on a grid to help simplify the geometry to make it easier to build. I think I did a good job. Also added a bunch of colors to clarify bits here and there.