DZComposer Posted November 15, 2013 Share Posted November 15, 2013 I decided to take a crack at TF2 mapping.Back in the day, I used to play a game called "Delta Force 2." It was a pretty fun game, but it turned out to be very hackable and was ultimately ruined by hackers.I was particularly fond of a particular map. It was a CTF variant that DF2 called "Flag Ball." There is a neutral flag. You need to grab the flag and take it back to your base. The most caps wins.I remember the map being called "End Zone." It was designed for up to 4 teams, but most servers only ran it for 2 teams. The flag was in a tower in the middle of the map, and the spawns were some distance away with lots of barricades and some walls around for cover. Around the main play area was a slight gully that could be used as a flank for stealthy players. Beyond that was a ridge that made for decent sniping.I began thinking how this map would work in TF2, so I fired-up Hammer with an intent to make a port. But, as I worked I realized the map needed some major changes to be more fitting for TF2.So, instead of a port End Zone, I have a TF2 map inspired by End Zone.I hereby present ctf_goallineNote: This map is in early development. It has problems that I still need to fix.Like the inspirational map, it has a tower in the center that holds a neutral intel briefcase on the top floor. Around it is pseudo-random cover with the walls replaced by shipping containers. Instead of a gully there is a moat and instead of a ridge, there is a short battlement off of each spawn.Instead of taking the intel to your base, you take it to the ENEMY base!RED's cap is in BLU's control room.This provides a better opportunity to set up a defense.I have also taken steps to reduce the dominance of snipers and wrangler engies that normally happens on wide open maps.Multiple posts due to image limit. 3 Link to comment Share on other sites More sharing options...
DZComposer Posted November 15, 2013 Author Share Posted November 15, 2013 Both spawns have five different exits. It is nigh on impossible to effectively spawn camp this map. 2 Link to comment Share on other sites More sharing options...
DZComposer Posted November 15, 2013 Author Share Posted November 15, 2013 The visual theme is that of a hydroelectric power plant, similar to tc_hydro and ctf_turbine.4 generatorsEach has a feed pipeand a drain into the moat.Unlike Turbine, though, health and ammo are actually available.In the water, opposite corner from each spawn is full health and ammo.A potential sentry spot right where the flag carrier needs to run by.By the middle map shipping containersMid level of the towerRight outside the cap room. Nice big full ammo for buildin' a sentry and e-rectin' a dispenser. 1 Link to comment Share on other sites More sharing options...
DZComposer Posted November 15, 2013 Author Share Posted November 15, 2013 An Intel Run:Because the map is small, scouts may be able to run in the intel before a defense can be set up. To prevent that, there is a setup timer.Here is a closer look at the intel tower: 1 Link to comment Share on other sites More sharing options...
DZComposer Posted November 15, 2013 Author Share Posted November 15, 2013 In addition to the moat, there are other means for culling the dominance of long-range classes.Cover is obviously important. It provides escape from snipers and wrangler sentries. Also, many of the cover items can be jumped on making excellent spy hides.But, there is opportunity for these things to be used defensively. 2 Link to comment Share on other sites More sharing options...
DZComposer Posted November 15, 2013 Author Share Posted November 15, 2013 You may have noticed vents in previous screens. These vents allow direct access to the enemy battlements from your control room (the cap room you are defending). It is possible to get to the enemy battlements from spawn without having to put yourself in the line of fire out in the open. Perfect for ambushes and spies.Also to prevent getting loss, I made sure there is adequate signage.I would like to playtest this may this weekend if any of you are interested. 4 Link to comment Share on other sites More sharing options...
The Shaper Posted November 15, 2013 Share Posted November 15, 2013 This map is actually looking pretty awesome, DZ. If you think it's testable at this point then we should definitely play it as soon as possible, that way locating glitches or just general improvements that may have alluded you would be a lot faster. Link to comment Share on other sites More sharing options...
DZComposer Posted November 15, 2013 Author Share Posted November 15, 2013 The map should be playable. It isn't fully optimized as I'm still learning how to use hints and area portals, but there are a few there. Most of the issues are cosmetic. Plus any potential holes in the cover that I may have missed. Link to comment Share on other sites More sharing options...
Dr. Orange Posted November 15, 2013 Share Posted November 15, 2013 Holy shit there are a lot of pictures. Looks great none the less. Can we play this map tonight? Link to comment Share on other sites More sharing options...
LoneWolf Posted November 16, 2013 Share Posted November 16, 2013 This is looking really great. Wish I could be there to play it this weekend. Link to comment Share on other sites More sharing options...
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