I've been interested by maps that have buildings you can "capture" and use as strongholds to advance, and eventually win the game. I'm thinking of starting work on it soon, and releasing an Alpha Phase version, with the standard orange/gray tiles. I need opinions on what gamemode to build it to. I can see a Standard Control Point mode easily done. A CTF map becomes harder, in terms of difficulty for players to capture the intelligence. A Capture Point map is out of the question. It would be too difficult for BLU to capture the points. I'd like some constructive responses on that. As for the actual level design, I see five buildings surrounded by large streets, each with it's own control point. Spread over a large urban landscape, contrasting with the normal desert landscape of Valve TF2 maps, lay cars and trees lining the roads. Two buildings, opposite each other, would contain the Teams' spawn rooms, equipped with two exits each, thus preventing or mitigating the risk of spawn campers. One exit leads into the stairway of the building, the other into the adjacent street. Symmetry is important for game balance. Anyway, as a pending addition, a subway line running under the buildings, with entrances near each team's spawn. Just like the Train map, a train would occasionally run through it, thus preventing players' from camping there with Sentries. These are all of the ideas I can produce right now. Comments, opinions, and suggestions would be greatly appreciated. Non-constructive/hateful criticism is not.
Why the version number? It makes it look like a release not an idea.
Ultimately, if you think you can pull it off and playtest it to perfection then do it. However, anything drastically different from the main game modes typically turns out sub-par because it's not how TF2 is designed to be played. Huge open maps typically don't work in TF2 because people don't like walking everywhere, whilst linear stricter maps are more tightly focused and fun.
[QUOTE=Randdalf;29995992]Why the version number? It makes it look like a release not an idea.
.[/QUOTE]
Thanks for that.
[QUOTE=Randdalf;29995992]whilst linear stricter maps are more tightly focused and fun.
.[/QUOTE]
Not sure what those are. Explain please?
Linear maps don't provide much room for tactics and lacks differentiating gameplay mechanics and strategy.
[editline]22nd May 2011[/editline]
It means there is basically one way to the main objective instead of multiple paths.
Wait I'm confusing myself.
[QUOTE=redBadger;29996049]Linear maps don't provide much room for tactics and lacks differentiating gameplay mechanics and strategy.
[editline]22nd May 2011[/editline]
It means there is basically one way to the main objective instead of multiple paths.
Wait I'm confusing myself.[/QUOTE]
By linear maps I mean, you've got one control point to capture, one to defend. Freedom of choice is restricted in order to make the game more fun.
If the maps are too open, there won't be any conflict at all or very little, which makes for a dull game.
If the maps are too linear, if the defending team build a good defence it'll be extremely hard to push through which makes for an unenjoyable game.
that's what is being mentioned in this thread.
example of bad linear map: dustbowl
example of good linear map: badlands
[editline]23rd May 2011[/editline]
example of good open map:
[QUOTE=DuncanFrost;30006152]example of bad linear map: dustbowl
example of good linear map: badlands[/QUOTE]
Well, thank you for that information. Playing a little more on that map will help identify the elements that define them as good or bad linear maps.
Addition to Pre-Alpha Phase planning: Any suggestions regarding the buildings containing the teams' spawn?
more than one exit to spawn, add some routes for rocket and sticky jumpers, try not to include sudden corners or places where sentries can easily cover the exit(s).
[QUOTE=DuncanFrost;30026580]more than one exit to spawn, add some routes for rocket and sticky jumpers, try not to include sudden corners or places where sentries can easily cover the exit(s).[/QUOTE]
Now that's a large help. Great, with enough ideas, I can get started with brushes.
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