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My CommunityForumGamingTeam Fortress 2Topic: Any TF2 map makers here?
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Teatime


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« on: January 19, 2009, 05:02:57 PM »

As much as creating maps would interest me I know it would completely screw up my free time.

But today I had an idea for a PL-map which could perhaps be nice, so I wondered if there's somebody with some experience and too much time on his hand looking for an idea ... ?

(Well, it's not likely, but it can't hurt to ask)
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« Reply #1 on: January 19, 2009, 05:48:48 PM »

I make maps simply by being there  Wink
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« Reply #2 on: January 19, 2009, 06:36:42 PM »

Map making is something I have allways wanted to do but never had the determination...
still wanna though
wanna explain your idea? come up with some floor plans ect?
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Teatime


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« Reply #3 on: January 19, 2009, 10:54:42 PM »

For some time I had this picture of the cart having to be pushed over a bridge.
I was never quite able to figure out where that would fit in until this morning.

Yes, simple floor plan here
Be warned: I draw like a 3-year-old :-)

The basic layout would be symmetrical (the areas around the bases should differ, though).
You have blue base on one end of the map, red base on the other. Between both bases is a (large) hill. On the highest point of the hill (in the middle of the map) is a canyon.
The rails follow a path in a serpentine up the hill (a simple S). A bridge (3-4 times the width of the rails) leads over the canyon. On the other side it follows the same kind of serpentine down towards red base.
Rock formations would restrict movement around the serpentines (as well as blocking views to keep r_speeds low).

Since higher ground provides a tactical advantage defense has an edge during the first half of the map (compensated by the shorter way for blue), on the second half it's the other way around.

Footpaths on both sides serve as a shortcut (a bit like the left side path near blue base on Badwater).
The tunnel leads from one base to the other. On each side of the canyon it has a stairwell leading to exits in the middle of the serpentine. Each team reaches the stairwell through a one-way-gate so that enemies can't continue towards the other base. The tunnel reaches the canyon well below the bridge and has a much smaller bridge (perhaps a bit like a suspension-bridge) connecting both tunnel exits in the canyon walls.

Red base should have a few buildings around the final CP to provide better defending positions.

The look should be more like arena_lumberyard with patches of green instead of the dry desert look of Badwater.

I don't think this would be that hard to build (Since the basic design is symmetrical you only have to build half a map). However, it would take a lot of work to make it look good and even more work ( and time) to finetune the balance.

Opinions?
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« Reply #4 on: January 19, 2009, 11:25:22 PM »

this sounds very much like face but more restricted
hmm
its an awsome map, but not sure it would work for tf2
maybe it would if its more restricted
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SkyeSlipstream
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« Reply #5 on: January 20, 2009, 06:32:19 PM »

I always had the idea for a map myself. Hold on, let me find my design brief...
Here they are.

cp_waterworks is a Dustbowl-styled control point map.

There are 3 stages, in which there consists 2 control points. The BLU team (the offense) must capture the first point to unlock the second one, which they must capture to move on to the next stage. The BLU team win upon capturing the last control point - the second point of the third stage. The RED team (the defense) must try and prevent the BLU team from capturing the control points and prevent them from advancing through the stages. The RED Team win upon the timer reaching zero before the BLU team captures the last control point.

Waterworks is unique in the level design; every stage features a varying water level. Upon each control point's capture, the water in the map rises. This results in a change in landscape and allows new routes to areas while blocking old ones. The stage layout is designed to accomodate the changing water level, with multiple heights of terrain. For Stage 1, there are bunkers, potholes and tunnels for the first stage, set in the dry canyon. For Stage 2, there are long plateaus, slopes and cliffs for the canyon now fresh with pools and rivers. For Stage 3, there are tall rocks, hills and house roofs for the nearly submerged canyon. The map terrain does not stay constant; for example, in the mostly underwater state of Stage 3, there are underwater tunnels, air pockets and houses that are still accessible. This allows classes that do not handle well underwater to still contribute to the game and does not significantly hinder them.

...Yes, something like that. Thoughts?
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Junta
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« Reply #6 on: January 20, 2009, 06:33:40 PM »

Lost me in the 3rd paragraph Wink
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« Reply #7 on: January 20, 2009, 07:02:56 PM »

If someone could pull that off Skye, it would be awesome. Can see it being a nightmare to create though, go ask Valve!
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SkyeSlipstream
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« Reply #8 on: January 21, 2009, 08:38:04 AM »

Quite. Might have to just simplify it into a CTF map or something.
Hell, might need to make several maps before I get experienced enough to pull it off.

Anyway, back to Teatime's. Don't want to steal his thunder.
(He did that to me in my Killbar Movie thread...)
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Gasman
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« Reply #9 on: January 21, 2009, 09:42:33 AM »

Be pretty cool if you drowned players at the cap point when the water rose. I like the sound. Slightly reminiscent of changing terrain in ET.
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« Reply #10 on: January 21, 2009, 05:11:24 PM »

One thing; just as a modder (and map maker for other games) you'll find that usually map makers have enough of their own ideas to make maps.

Bringing up "cool" ideas is all very fine and well, but never expect anyone to make them, because frankly, if it really was that great an idea, you'd be up for learning the tools and making it yourself Wink
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Finaldeath
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« Reply #11 on: January 22, 2009, 01:09:57 AM »

One thing; just as a modder (and map maker for other games) you'll find that usually map makers have enough of their own ideas to make maps.

Bringing up "cool" ideas is all very fine and well, but never expect anyone to make them, because frankly, if it really was that great an idea, you'd be up for learning the tools and making it yourself Wink

Fair enough.
However, "learning the tools" on a complex matter like map making is a serious undertaking when you are working long hours and are not willing to abandon everything else which takes up your time.
I find that the older I get the more (and somehow faster) time slips away and I have to be very careful where to put my time and energy.

When I posted this I was quite sure that nobody would pad me on the back, saying "Great idea" and go and build it.
But the alternative of things like that ... ideas like that, would be to silently bury them in a huge graveyard, where all the other ideas and notions are buried because one thought they never would turn into anything.
And as realistic as it is ... it's also a very sad thing.
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« Reply #12 on: January 22, 2009, 01:28:48 PM »

If you have even a slither of time and are not impatient for results, it doesn't take long to build a map following tutorials. There's some good video ones online even, and a huge wiki dedicated to answers too.

If you've got enough time to play TF2 I think the priorities are not that you don't have enough time to make a map, but that playing > modding, yes? Wink
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Finaldeath
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