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Competitive Map - Design Theory [Looking For Feedback]

Created 27th May 2009 @ 00:52

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thaldarin

Okay guys so this is stage 1 in my process of making a competitive map for TF2. I’ve never really bothered with Source mapping but I feel I should get in to it. I have made some pretty things in HL1 engine for NS before but haven’t bothered moving on properly until now.

Basically stage one, I got one simple question for the community as a whole; what features do you want in a competitive map? Example listings below:

– Figure of 8 layout
– Variation of height for areas
– Level over level play
– Visually pleasing
– Visuals to play a part in moveable area (ie. you can run along pipes/saw blades in sawmill that kill/glass windows so you can see what opponent is doing in another area)
– How large you’d like the map. ie. also best distances between 1-2 and 3-4 or 3-5 etc.
– How many escape routes or ways in to a given point
– How a point should be shielded

And so forth, the list is pretty long of what I can think of. I just want a general idea, especially as Granary and Badlands are probably the most popular and design wise they are layout wise very similar but visually and design on the whole extremely different.

I want to be able to design to cater for the community, sort of how the CS CAL maps were; this way we can add more maps to the ETF2L rotation and they can be maps which we will want to play. (I’m looking at you MR. Gravelpit… yes you :@)

Link to some old HL NS (and an old lost zombie panic map too it seems) work from a good 4 years ago, haven’t touched hammer since apart from random tutorial maps to teach people basic in HL1& Source, anyways rambling over; link to some old pretty HL1 stuff is CLICK HERE – FOR OLD WORK IMAGES (so you know im not a crap mapping time wasting git)*WARNINGSTUPID AMOUNT OF IMAGES*

Feedback will go in to the next brief of my plan to work on a map, will probably take 2-3weeks before I even get penciling layouts and features. Any external help much loved (particularly you modelers and animators)

Jonni

[FB]

I would suggest you make something that has been suggested on this forum a hundred times: take cp_gravelpit, mirror it around point B and make a 5 cp map out of it. if you can do that we will love you forever <3
many players including me would love to help on making that map!

JimmyBreeze

k^m

I would suggest you make something that has been suggested on this forum a hundred times: take cp_gravelpit, mirror it around point B and make a 5 cp map out of it.

At least two people have already done this and run into the same problem: when you mirror it, the map will not compile as it has too many entities/too much detail.

So it isn’t as straightforward as just mirroring the map, it needs significant changes to the geometry/detail of the map.

(disclaimer: I know nothing about mapping so may well have my terms mixed up, but both efforts definitely ran into the same problem that was like what I described)

thaldarin

I don’t want to stray from the topic, however if you know these people send them to me and I’ll sort it. I’m guessing the main problem is decompiling is skeleton and not solid so it’s basically a complete re-work of the map which fixes all the performance entirely, which would take quite a while but actually produce the end finish.

If you do want me to look at it, add me to steam and produce me a decompiled version of gravelpit.. as uhm… Windows 7 is pretty much having a problem with the decompile java program even when I try to hack round it using Powershell.

Still back on topic please.. :)

Koeitje

AUTOBOTS

I would suggest you make something that has been suggested on this forum a hundred times: take cp_gravelpit, mirror it around point B and make a 5 cp map out of it.

At least two people have already done this and run into the same problem: when you mirror it, the map will not compile as it has too many entities/too much detail.

So it isn’t as straightforward as just mirroring the map, it needs significant changes to the geometry/detail of the map.

(disclaimer: I know nothing about mapping so may well have my terms mixed up, but both efforts definitely ran into the same problem that was like what I described)

rebuild from scratch. You can just copy the main architecture (B house, C tower)

Randdalf

(0v0)

I would suggest you make something that has been suggested on this forum a hundred times: take cp_gravelpit, mirror it around point B and make a 5 cp map out of it. if you can do that we will love you forever <3
many players including me would love to help on making that map!

It shouldn’t be that hard to do, however, where should it be mirrored on B, since B isn’t symmetrical?

klu

-[MG]-
MG//

+1 for a gravelpit style 5 point map.

exm

I’d say gravelpit has THE BEST final point of all official maps. It’s quite open, many entrences/escape routes, the point itself is on a high tower which makes it interesting to play for all classes (well maybe except medic). Also, I think you should be careful with height becouse it’s probably the biggest advantage a player can get.

KillaloT

eureka

I’m just having a small question about the gravelpit remake? Should the points be connected in the order

A-C-B-C-A or C-A-B-A-C ?

Absolute

If you want it to be visually pleasing you need to be aware that most gamers don’t really care about this, or have fps configs, making all the HDR stuff pointless, etc. I guess get it running really well, not like cp_freight was originally [low fps middle fights] etc.

I’ve always thought what it would be like to take some inspiration from CS, ie. could you use de_aztec’s ideas, and take some away of the more ‘campy’ areas from it.

Jh

Hey dats!

take a good look at cp_well, and do the exact opposite.

xtala

How about both killalot?

klu

-[MG]-
MG//

I’m just having a small question about the gravelpit remake? Should the points be connected in the order

A-C-B-C-A or C-A-B-A-C ?

C-A-B-A-C TBH

CJ

papyrus

When i tried the 5 CP gravelpit it had too many brushes, too many faces, too many t juncs, too many uniqe texture orientations – basically too many anything. You would have to create it from scratch using Gravelpit as a reference.

I was planning on it being C-A-B-A-C, with extra passages between C and A and A and B to make up for the alternate routes lost. The main idea when it was suggested was that there would be a short route for heavies and a longer route for better flanking for scouts.

Overview of B: http://img16.imageshack.us/img16/6639/cpborrowpitbackup80003.jpg
New A-B connector: http://img16.imageshack.us/img16/6639/cpborrowpitbackup80003.jpg
http://img33.imageshack.us/img33/7814/cpborrowpitbackup80004.jpg
New C-A connector: http://img16.imageshack.us/img16/9043/cpborrowpitbackup80008.jpg
First forward spawn: http://img16.imageshack.us/img16/4976/cpborrowpitbackup80006l.jpg

This layout has some potential issues though. I had trouble finding a place for the first forward spawn. I ended up having it exit into the room below A) but since there’s a medium health and it’s so cramped i think it would be really easy to spawncamp. The extra connectors i added probably won’t be enough either. At A-B a demoman can camp two of the exits rather easily, and at C-A it’s so narrow and steep that pretty much anyone would be able to camp it. It’s a problem with the map in general though, it’s room-corridor-room rather than room-room-room like the stock push maps.

Here’s the last backup compile before i tried to mirror it and it went to hell. If anyone wants to run around it and get a feel for the changes i was trying to make feel free.
http://www.megaupload.com/?d=O8G95U00

Nigh

¿
TF2.ro

When i tried the 5 CP gravelpit it had too many brushes, too many faces, too many t juncs, too many uniqe texture orientations – basically too many anything. You would have to create it from scratch using Gravelpit as a reference.

I was planning on it being C-A-B-A-C, with extra passages between C and A and A and B to make up for the alternate routes lost. The main idea when it was suggested was that there would be a short route for heavies and a longer route for better flanking for scouts.

Overview of B: http://img16.imageshack.us/img16/6639/cpborrowpitbackup80003.jpg
New A-B connector: http://img16.imageshack.us/img16/6639/cpborrowpitbackup80003.jpg
http://img33.imageshack.us/img33/7814/cpborrowpitbackup80004.jpg
New C-A connector: http://img16.imageshack.us/img16/9043/cpborrowpitbackup80008.jpg
First forward spawn: http://img16.imageshack.us/img16/4976/cpborrowpitbackup80006l.jpg

This layout has some potential issues though. I had trouble finding a place for the first forward spawn. I ended up having it exit into the room below A) but since there’s a medium health and it’s so cramped i think it would be really easy to spawncamp. The extra connectors i added probably won’t be enough either. At A-B a demoman can camp two of the exits rather easily, and at C-A it’s so narrow and steep that pretty much anyone would be able to camp it. It’s a problem with the map in general though, it’s room-corridor-room rather than room-room-room like the stock push maps.

Here’s the last backup compile before i tried to mirror it and it went to hell. If anyone wants to run around it and get a feel for the changes i was trying to make feel free.
http://www.megaupload.com/?d=O8G95U00

my map noob eyes sees a lot of potential and a good work

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