Custom TF2 Maps: What'ya want?

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SeriesParallel's picture
Location: In ur Portal eatin ur cake.

Alrighty everyone, I'm in the process of making a couple of GWJ exclusive TF2 maps but I'm in a bit of a pickle. It seems not everyone is too terribly enamored with the new "Castle" map, for whatever reason, and I'd like to know what you would like to see different in my own:

  • 2-3-4 entry point rooms?
  • Long sniper-friendly ranges?
  • Scout-survivable length underwater tunnels?
  • A CTF match?
  • A pony?
  • What?

This is your chance to dream up your ultimate TF2 map people: have at it.

ps. unless you can model a pony sorry, that's a joke. Otherwise? We'll see what we can't come up with

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Certis's picture

It's a tall order, but every TF2 map is successful because each class can excel within it in one form or another. Rather than point to any specific thing, I'd say you don't want to lay a given map out to favor any one class or approach. "Sniper-friendly" ranges are just going to mean a ton of snipers, for example.

So my request would be to make the perfect map. Thanks

Certis beat me to it. - Elysium

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Staats's picture
Location: Minnesota

Attack/defend seems to be the most popular type of map. The key to any good map, I think, is some role for most of the classes to play. Castle is very sniper friendly, which is great fun for snipers and frustrating for everyone else.

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SeriesParallel's picture
Location: In ur Portal eatin ur cake.

Certis wrote:
So my request would be to make the perfect map. Thanks

I'll get right on that

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*Legion*'s picture
Location: Scouting 1st round offensive tackles

Valve has nailed the type of maps they've done: fairly compact, easy to follow, etc.

What I want to see from user made maps are some of the larger, more spacious maps we saw from time to time in Team Fortress.

Also, I'd like to see someone experiment with wholly separate paths separating the typical "two base" setup.

Imagine a baseball diamond. Pretend home plate is one team's base, and 2nd base is another team's base. How would you get from your base to theirs? Well, you have two separate, completely isolated paths. Anyone taking the "1st base" route is completely cut off from someone taking the "3rd base" route. The two paths between the two bases are completely isolated from one another, meaning someone on one path would have to go to their base (or the enemy's) in order to make their way down the other path.

Something like this would be neat for full-server CTF matches, which have a strong tendency to become stalemated. Essentially, you split a team's offensive and defensive efforts into two. Defending against flag runners requires communication as to which path the flag carrier is bolting to. The idea is to move the defensive game out of the bases themselves (design them so that the bases don't offer much in the way of choke points) and bring a team's defenses out onto the pathways between the bases.

Right now, CTF defense involves sentry guns at the choke points that are right next to the intelligence. If you eliminate the choke points inside the base, and instead make the paths between the bases the choke points, you get a completely different defensive dynamic (and, necessarily, a different offensive one too).

(Note: an important part of making larger maps is to avoid making them too "open". Sniper sight lines have to be obscured so as to prevent complete territory control by long-range snipers. Instead, you want a lot of scattered structure and rubble for players to duck behind and cover-hop to and from, giving you that nice American Gladiators "avoid the tennis ball gun" offensive approach.)

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Staats's picture
Location: Minnesota

*Legion* wrote:
The idea is to move the defensive game out of the bases themselves (design them so that the bases don't offer much in the way of choke points) and bring a team's defenses out onto the pathways between the bases.

For this to work, any sentry guns on or near the flag need to be destroyable from outside the gun's range.

Also, I want Avanti.

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Thirteenth's picture
Location: Los Angeles, California

Funny. I've been meaning to do the same thing, Series Parallel. GWJ exclusive and all that. I'm still learning the basics with hammer tool, but if you need any sort of help making your map, I would love to contribute. In fact, I already have a rough map panned out, just waiting to get all the necessary techniques down and the SDK updated to get started.

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*Legion*'s picture
Location: Scouting 1st round offensive tackles

Staats wrote:
*Legion* wrote:
The idea is to move the defensive game out of the bases themselves (design them so that the bases don't offer much in the way of choke points) and bring a team's defenses out onto the pathways between the bases.

For this to work, any sentry guns on or near the flag need to be destroyable from outside the gun's range.

That, or have enough room to operate to be able to approach the gun's range from outside its scanning area.

Without the protection of tight choke points inside the gun's scanning range, sentries are really vulnerable.

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Haakon7's picture
Location: The Untamed Wilds

I really enjoyed Canal Zone in the original TF. Have they remade it yet for TF2? Because if they haven't, you might have a hit there.

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Yellow5's picture
Location: Technically in New Jersey

I'd recommend starting out with your instincts, but initially just block it out in rough BSP and start testing. The *real* key to making a great map is to be willing to scrap any aspect of your design and iterate upon it based on playtests and user feedback. As is evidenced by the official maps, nuanced understanding of the strengths and weaknesses of them come through play.

If you're new to level design, I'd recommend starting out with a symmetrical CTF map. It's automatically team balanced, so you just need to worry about class balance, which is a bad enough bugbear as it is.

Castle is not a good TF map for precisely the reason Certis mentioned: it's not class balanced. The wideness and openness of it heavily favors snipers and engineers, and renders heavies, demomen, and pyros virtually useless. It's important to keep that in mind when making a map: your favorite class is no more important then anyone else's.

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McChuck's picture
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Certis wrote:
So my request would be to make the perfect map. Thanks

Like Blood Gulch?

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boogle's picture
Location: Norman, OK

I would say to offer a linkage to first and third base in the baseball diamond map, but make it extremely hard to cross (big gap only scouts, soldiers and demos or something else.)

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Could use more effort.
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Intern
SeriesParallel's picture
Location: In ur Portal eatin ur cake.

Alright guys the maps coming along nicely and now I've got a question: do you want a map bigger or smaller than 2Fort? So far it looks like "bigger", but anyone have a different opinion?

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ranalin's picture
Location: Knoxville, TN

same size? I think smaller than 2fort and it's way too cramped.

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MoonDragon's picture
Location: Burlington, Canada

Well, for starters, what do you mean by bigger/smaller? Overall level cube volume? You could make 2fort like level a lot "bigger" by adding additional passages between sides. Or more twists and turns through various tunnels. Or carve out parts of the underground and add rooms. Or you could just straighten out what's already there and put the same distance of the gameplay into a larger volume.

So I guess I just refined my own question... is bigger = more distance to run through, or is bigger = greater volume the level is contained in?

(@)

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nsmike's picture
Location: Pennsylvania

MoonDragon wrote:
Well, for starters, what do you mean by bigger/smaller? Overall level cube volume? You could make 2fort like level a lot "bigger" by adding additional passages between sides. Or more twists and turns through various tunnels. Or carve out parts of the underground and add rooms. Or you could just straighten out what's already there and put the same distance of the gameplay into a larger volume.

So I guess I just refined my own question... is bigger = more distance to run through, or is bigger = greater volume the level is contained in?

I think you're trying to describe complexity.

I'm all for complexity. All you have to do is look at Turbine to see what a lack of complexity can cause: hour long stalemates.

Also, I think a map slightly LESS defensible than 2Fort and Turbine would be in order. Turbine is way too easy to defend with a couple of sentries. 2Fort, IMHO, has too many choke points. So many, in fact, that when I play engineer in the intel room, I rarely see anyone down there.

So I'd like to see a CTF map with more routes to the intel, or at least less defensible.

If that requires a bigger map than 2Fort, then okay. But otherwise, I agree that 2Fort is about the right size.

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Chumpy_McChump's picture
Location: Trying to get to Mercy Hospital

Even though I'm terrible with them, I like the idea of having sniper-friendly areas (like maybe the home plate to thrid base has a nice long stretch in it). It strikes me that you would also want a good amount of cover in those areas -- gotta make the snipers work for it, at least. That seems to be the problem in Castle; wide open areas with nowhere to hide from the snipers. Make the route sniper-friendly, but have cover points along it.

Also, even though it's more of a pain to make, I really like non-symmetrical CTF maps. You know, because you're making these maps specifically for me.

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nsmike's picture
Location: Pennsylvania

Chumpy_McChump wrote:
Even though I'm terrible with them, I like the idea of having sniper-friendly areas (like maybe the home plate to thrid base has a nice long stretch in it). It strikes me that you would also want a good amount of cover in those areas -- gotta make the snipers work for it, at least. That seems to be the problem in Castle; wide open areas with nowhere to hide from the snipers. Make the route sniper-friendly, but have cover points along it.

Also, even though it's more of a pain to make, I really like non-symmetrical CTF maps. You know, because you're making these maps specifically for me.

You have apparently never played opposite secret asian man. Cover points won't help.

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Yellow5's picture
Location: Technically in New Jersey

I'd time the run time from base to base in 2fort. I bet it is almost exactly double the average time to run from point to point in every section of Hydro. I bet you'd also find that these are similar to the run time between spawn and bomb site in the most successful counterstrike maps.

Valve has really had the time to make their level design a science, so I'd suggest using their knowledge as a starting point. Check their run times and try and orient your map to a similar scale. If you do give alternate sub routes, I'd maybe try and make them meander a bit, so you trade safety for speed.

I think 2 main routes combined with at least 1 choke point seems like a good formula. If you add secondary routes and find they're too easy to exploit, it'll be easier to remove them then add them.

One easy trap to fall into with any CTF style map is that if there's too many routes, recovering once the flag is capped is nearly impossible.

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Chumpy_McChump's picture
Location: Trying to get to Mercy Hospital

nsmike wrote:
Chumpy_McChump wrote:
Even though I'm terrible with them, I like the idea of having sniper-friendly areas (like maybe the home plate to thrid base has a nice long stretch in it). It strikes me that you would also want a good amount of cover in those areas -- gotta make the snipers work for it, at least. That seems to be the problem in Castle; wide open areas with nowhere to hide from the snipers. Make the route sniper-friendly, but have cover points along it.

Also, even though it's more of a pain to make, I really like non-symmetrical CTF maps. You know, because you're making these maps specifically for me.

You have apparently never played opposite secret asian man. Cover points won't help.


Man, playing on different maps doesn't help against SAM. I swear I got headshotted by him playing Peggle the other day...

MechaSlinky wrote:

Duoae wrote:
Danjo Olivaw wrote:

Blurpty durpty durp.

Blorp glorp florp!

Exactly.
-on L4D

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feeank's picture
Location: CCS, Venezuela

Weeee....My first TF2 Map! Look, an undefended capture point...Weeee

There's no one around here, let me play some axe-guitar while I capture this thing

THERE'S NO ONE AROUND HERE...I'm so lonely, I feel like dying...Booooo

Not bad for my first day fiddling around with hammer, I expect to build something showable in a few weeks. I couldn't get the resupply closets to appear in game, they work alright when you get in the area they should be...well...

Have you had the same problem SeriesParallel? Hope to see what you come up with too

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