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DZComposer

What I have been working on recently (IMAGE HEAVY)

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DZComposer

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.

inspiration.jpg

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_goalline

overview01.jpg

Note: 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!

redcaplocation.jpg

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.

overview02.jpg

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overview07.jpg

battlements.jpg

Multiple posts due to image limit.

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DZComposer

Both spawns have five different exits. It is nigh on impossible to effectively spawn camp this map.

bluspawn002.jpg

bluspawn003.jpg

spawnexit1-2.jpg

bluspawn004.jpg

spawnexit3.jpg

bluspawn005.jpg

spawnexit4a.jpg

spawnexit4b.jpg

bluspawn006.jpg

spawnexit5.jpg

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DZComposer

The visual theme is that of a hydroelectric power plant, similar to tc_hydro and ctf_turbine.

hydro03.jpg

4 generators

hydro01.jpg

Each has a feed pipe

hydro02.jpg

and a drain into the moat.

Unlike Turbine, though, health and ammo are actually available.

ammomed01.jpg

In the water, opposite corner from each spawn is full health and ammo.

ammomed02.jpg

A potential sentry spot right where the flag carrier needs to run by.

ammomed03.jpg

By the middle map shipping containers

ammomed04.jpg

Mid level of the tower

ammomed05.jpg

Right outside the cap room. Nice big full ammo for buildin' a sentry and e-rectin' a dispenser.

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DZComposer

An Intel Run:

intel01.jpg

intel02.jpg

intel03.jpg

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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.

setup.jpg

Here is a closer look at the intel tower:

tower01.jpg

tower02.jpg

tower03.jpg

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DZComposer

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.

cover001.jpg

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But, there is opportunity for these things to be used defensively.

cover005.jpg

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cover007.jpg

cover008.jpg

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DZComposer

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.

vent01.jpg

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Also to prevent getting loss, I made sure there is adequate signage.

sign01.jpg

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sign05.jpg

I would like to playtest this may this weekend if any of you are interested.

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The Shaper

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.

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DZComposer

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.

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Dr. Orange

Holy shit there are a lot of pictures. 

 

Looks great none the less. Can we play this map tonight?

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LoneWolf

This is looking really great. Wish I could be there to play it this weekend.

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