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ETF2L Map Competition

Created 18th January 2009 @ 18:00

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Akill

As suggested on Fortress Forum, do you wish to see a map competition?

If we get alot of responce, and ETF2L admins agree to host a 1 day cup to the winner, ill announce on the next episode (25th january) what the challenge is and the criteria for entering

KillaloT

eureka

Akill, I did a small sketch of your idea for a “triangle-map”, while you were casting.

http://img135.imageshack.us/img135/9909/path3253bg0.png

So here’s the thoughts:
Not many teams uses the HWGuy anymore, this should be the solution to bring him back in the game.
The heavy needs to be a huge advantage on point 3. Only solution that i could come up with, is a small range between point 1 and 3. But would this cause spawn-camping, when you capture point 3?

2nd point could probably be something like the spire on badlands or point C on gravelpit. It should be easy accessable to the defending team, which would give an advantage for a defending pyro. To get on the spire you would need the soldier instead of the heavy, or you could use a sniper to pick off the pyro.

Anything like that you had in mind, Akill? :D

Waebi

‹Con›

allow for flanking etc, maybe make it even crazier :P
http://i41.tinypic.com/2luuz6.png

but ye, seems like a “whole new idea” the layout.

Jonni

[FB]

waebi’s drawing looks pretty awesome. i’d be well up for a map like this!

SfynX

T2P

the only problem i see with ur sketch is there will be no competition between the 1st and 2nd point, however i havnt read the stuff u put on the post so excuse me if i didnt see any vital info for the design

KillaloT

eureka

No fights between 1 and 2? I don’t understand, as you always face the opponent team between the 2 capture-able points?

Chubbsta

Like the idea of creating a new map, shame that I’m useless at using hammer :/

I posted a link to this thread over on TF2maps.net http://forums.tf2maps.net/showthread.php?t=4964 as they have a very good community of mappers on the site.

Crusa

Troopers

KillaloT:
Not many teams uses the HWGuy anymore, this should be the solution to bring him back in the game.
The heavy needs to be a huge advantage on point 3. Only solution that i could come up with, is a small range between point 1 and 3. But would this cause spawn-camping, when you capture point 3?

Take a look at the cp_labor. That is a great example for use of all classes (well maybe engineer is a bit useless). Map is compact so even heavy can get to the center point quite fast and he’s usefull there because area is relatively small.

Imo labor is the best example of 5 point cp maps where every basicly every class has it’s use. Maybe you need to change some classes when the battle changes but isn’t that the point of TF?

Renegade

Imperial

pl_stovepipe_b3 is an excellent payload map, allowing for a variety of classes, but keeping the standard demo/scout/solly working really well. Plenty of room for a heavy on both defence and offense, as setup time allows heavies to get into position, and a heavy will move equally fast as a cart most of the time.

Not an overpowered sniper map, as there are very few areas that can see all that is ahead, and there are plent of great side routes that arent too far from the main path. The height is also extremely accesible so that pyros and spies are perfectly legitimate. Many areas are well designed for double jumps as well.

http://www.fpsbanana.com/maps/76798

I reckon if we could put these maps into pickups, so that people can choose to vote for them or not, we can get some numerical data on how popular they are with normal pickups, and invite ones as well.

Grem

rEJ
TG

That triangular design reminds of crossfire, one of the ut2k4 ONS maps.

http://ut2004.gameamp.com/game_map/viewGameMaps

klu

-[MG]-
MG//

would be good to see a competition like this, I’ve seen comps like this produce decent maps in cod4 and css

Anderson

TEZC
TEZC

its been in the woodwork a long time hasnt it akill, its good now that i have some sort of target to reach, gonna get my thinking and hammer cap on. :)

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