Some ugly TF2 koth map

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Some ugly TF2 koth map

Postby WhiteDevil on Sun Jun 06, 2010 11:23 am

Hello lopers.
I usually keep quiet in this forum since I hardly have anything to show. But recently I got the urge to start mapping again so I shook the dusts off of the hammer and started mapping.
I've been working on a TF2 koth map for few weeks now and here's my progress so far. My goal is to make a good and fun map with some new models and textures.

I thougth I should have a go for a TF2 map since I haven't tried one yet and I got this concept out of my head right away.
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My concept was to have a river or a stream surrounding a capture point with some cliffs and rocks for some cover. And so I hammered the first quick version.

VERSION 1:
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On the first playtest I quickly realized the deep water was a bad idea and the capture point was way too open and small so they needed some adjustments.

VERSION 2:
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This time around I sticked to the concept more strictly and got better results already but now the overall map was too large to be fun and the capture point was a mess.

VERSION 3:
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In this version I solved the size problem and reworked the spawns resulting more streamlined flow. I also thought about removing the water but during the playtest It was obvious that the map lost it's fun factor along with it.

VERSION 4:
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Now the map got more streamlined and I focused on getting the larger routes of the map more tempting to use so I made more cover to them and blocked rocket and sticky jumps over the large cliffs. It proved useful. Snipers now got their favorite spot inside the cliffs and spies got their favorite route to go backstab them.

VERSION 5:
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I worked one of the cliffs to see how it would look a little less orangey. :lol: I also started to figure out how I'm going to make the water. Looks bad, aint it?

I'm happy if you bothered to read my whole post :) more updates coming soon.
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Re: Some ugly TF2 koth map

Postby Noodles on Sun Jun 06, 2010 12:14 pm

Looks like it'll be fun to play, keep it up :)
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Re: Some ugly TF2 koth map

Postby Major Banter on Sun Jun 06, 2010 2:29 pm

Damn good start. Makes me interested in TF2 mapping.
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Re: Some ugly TF2 koth map

Postby WhiteDevil on Mon Jun 07, 2010 9:04 pm

Added some minor updates:

I noticed from the last version that we were always choosing the same paths to the capture point so I tried a new approach to the problem without touching much of the map layout.
I changed the spawn room so the players have a little longer corner to pass before getting outside. I also added a new cliff making the players to go around a corner to get to the shortest route. I think it helped a bit to balance the routes and I noticed that we went some of the different routes aswell.
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Made some deeper water to the outer corners of the capture point to slow ppl down when going to harass the other team getting to the capture point. Seems a balanced spot to douse pyros flames since it drives ppl to the open.
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In the capture point I added some windows to the rooms leading to the ramps to counter any nasty surprise attacks from the cp room. Heightened the pillars for easier access with rocket and sticky jumps and added a small health kit to make it more favorable. During playtest the added height was spot on and the extra health sure made the spot very likable for those to get there. :)
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Re: Some ugly TF2 koth map

Postby jgoodroad on Mon Jun 07, 2010 10:19 pm

what do you plan the CP to be?
===[]"

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Re: Some ugly TF2 koth map

Postby WhiteDevil on Wed Jun 09, 2010 2:44 pm

jgoodroad wrote:what do you plan the CP to be?


I'm going with a mining theme so the CP is going to be a hollowed out mountain. I was thinking that the pillars would be supports for a makeshift contraption which is trying to lift a giant lump of gold that is directly bottom of the capture pont.
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Re: Some ugly TF2 koth map

Postby jgoodroad on Wed Jun 09, 2010 9:00 pm

WhiteDevil wrote:
jgoodroad wrote:what do you plan the CP to be?


I'm going with a mining theme so the CP is going to be a hollowed out mountain. I was thinking that the pillars would be supports for a makeshift contraption which is trying to lift a giant lump of gold that is directly bottom of the capture pont.


hmmm... Interesting,

the cave look is underused in TF2 so this will be a great addition.
===[]"

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