Author Topic: Assault TDM Map  (Read 1407 times)

A little back story if you so choose to read it. I have issues with actually completing something that I say I'm going to do in this game. Recently I broke that curse by building some viking thing. Anyway this lead to me actually wanting to create something that may make my server a bit better, so I came up with this idea of a reversed CTF game, where you are given the enemy flag and have to drop it in their base instead. It's been done before in many other games but not much in this one so why the forget not?

Anyway I haven't really come up with any actual name for it yet so if you got any suggestions that'd be fantastic. My goal for this is to create a gamemode at some point and possible host this exclusively at my server until it is saved and then put up else where (Which I assume will not be long).

Here are some pictures of the map and I'll go through some key features of the map and game play / strategies.

Fancy DOF


A spawn point


The other spawn point


A side


The other side


The Middle


Overview


Key Features
- It's reversed CTF, Whats not to love
- Features an easy gun system
  - You earn points for capping, recovering, killing
  - These points are used to buy guns
  - Each gun costs about 1 - 3 points
   - Only lasts till you die (That's why they are cheap as hell)
- Uses HK gun package
- Also features a colorset that I made and maybe will release later
 - Colorsets do bad as add-ons.

There you have it, You may rate.

Its, alright....

You need more variation though, more cover, more pathways, less blocky generic terrain. Try to make the no zones part of the map, never separate.
More colors/details and a touch up on the map.
Aside from the map being a huge cube, its alright.

7.5/10

Edit: I have that same curse as well, that's why I use Jitank to build when I'm lazy or just go afk.
« Last Edit: February 26, 2013, 11:04:00 PM by Alkatjo »

I've never had a problem the way blocky terrain looks, and in most cases I like it better than the offset stuff. But if someone uses smaller bricks and that, It's amazing. I just don't have the patience for it. Pathways are lacking, but I do have ideas on how to add more to it. The cube shape is merly for the sake of knowing what direction the player has to travel, If you think about it, TF2 2fort is also a big cube, but its still fun.

There is actually a stuff load of cover as well, Plus 90% of the time players won't use cover they'll jump around and walk in circles. Honestly this wasn't much for the sake of looks but more for a fun map that wasn't a few red cubes and maybe a hill in the middle of nowhere.

This looks like a great, fun map for a CTF.

edit: If you drop me a line here with all of the details, I can script the flag thing whenever I get around to updating CTF. (might be a little while)
« Last Edit: February 27, 2013, 12:36:02 AM by Greek2me »

I've never had a problem the way blocky terrain looks, and in most cases I like it better than the offset stuff. But if someone uses smaller bricks and that, It's amazing. I just don't have the patience for it. Pathways are lacking, but I do have ideas on how to add more to it. The cube shape is merly for the sake of knowing what direction the player has to travel, If you think about it, TF2 2fort is also a big cube, but its still fun.

There is actually a stuff load of cover as well, Plus 90% of the time players won't use cover they'll jump around and walk in circles. Honestly this wasn't much for the sake of looks but more for a fun map that wasn't a few red cubes and maybe a hill in the middle of nowhere.
Ah, I see.
I can understand that. Those good tf2 days.

This looks like a great, fun map for a CTF.

edit: If you drop me a line here with all of the details, I can script the flag thing whenever I get around to updating CTF. (might be a little while)

Glad you like it, as for the flag thing, there isn't much more to it than what I had posted about it. Your given the enemies flag and have to return it to their base. Not sure what else you could do with it but, if you got something in mind then by all means fly at her. I'm not really sure what other info I have to offer

The road is too perfect compared to the other aspects. Try breaking it a bit.

The road is too perfect compared to the other aspects. Try breaking it a bit.

Yeah was going to say

in war i don't think a road would be that perfect lol

Yeah was going to say

in war i don't think a road would be that perfect lol
And also, if you could, try adding some foxholes or caters.

I like the road idea, and the fox holes but it's all on baseplates. I'd have to break  stuffload of stuff in order to add the fox holes.

terrain isn't bad but could use work. I understand you didn't do too much for it though since you were going for playability.

This doesn't look too bad but the design where both cliffs can see each other means that across-the-map sniping is going to be annoying. It could also use some rebalancing so camping the other teams' spawn area isn't easy, or so that getting there in the first place isnt' easy.

You look like you have potential. The trick to not scrapping projects is to plan them out well (so you aren't just building impulsively and you can give yourself goals for building) and not making them too large. I'd like to see more TDM's that you make, if you get any done.

Props for not using 64x cube walls.

I like the road idea, and the fox holes but it's all on baseplates. I'd have to break  stuffload of stuff in order to add the fox holes.
hills-on-flat baseplate syndrome

this is why planning is good. leaves room for adjustments before things get built.

I impulsed this whole thing. The only planning part I did was like "How big do I want it" And that was about the end of that. Everytime I try to plan something my mind doesn't let me wonder around and play with stuff. If I do it by impulse it's literally just me being me.

As for the Hills-on-flat baseplate syndrome, I suffer greatly.

Build a platform of large cubes. Duplicate this build, place it on cubes instead of baseplates.