TF2 mapping drafts.

Discussion in 'Team Fortress 2' started by Geit, 2 Jun 2008.

  1. Geit Coding wizard!

    TF2 mapping drafts.

    Post your mapping drafts here, if you do them. before making a map. ;)


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  2. Geit Coding wizard!

    Re: TF2 mapping drafts.

    TBH i prefer the 10 mins to do a sketch, than the hour to do a 3d draft
  3. Re: TF2 mapping drafts.

    Fairy snuff! I never do one, its all in my head :-)
  4. Bun

    Re: TF2 mapping drafts.

    I made one today, I think of it like badlands, but another design. But I will need some help. *cough*noodle*cough*
    Click on it to see it better.

    Attached Files:

  5. Geit Coding wizard!

    Re: TF2 mapping drafts.

    Now do a basic draft in Hammer then ask bun to fill in what you left out:P
  6. Re: TF2 mapping drafts.

    I like the idea, with the two bombs? {am I right there or just confused?}

    I also found a really nice bomb model!! I will grab the link when I find it :-)


    Wait, no I was confused ^^ lol The layout seems fine
  7. Bun

    Re: TF2 mapping drafts.

    It's a CP map, so no bombs. ^^
    Thinking of making a PL map after this one, it just seems so hard. :/
  8. Bun

    Re: TF2 mapping drafts.

    I made a PL design, the wavy outlines is rocks.

    Attached Files:

  9. Re: TF2 mapping drafts.

    cool ^^
  10. Bun

    Re: TF2 mapping drafts.

    Any comments on design? =D
  11. Re: TF2 mapping drafts.

    it's absolute crap!

    no, just kidding,
    i like it. The cave might be real fun to play.
    But i have there are just 3 considerations:

    1) There should be a second way out of the caves, otherwise attackers aren't getting through because of 10 Snipers standing in the home base. So a way to bypass the snipers should be there. see point 3)

    2) The defending team has to go a long way to defend the first checkpoint. The last cp_dustbowl stage solves this problem by a shortcut that is closed after the first checkpoint is reached. You should model something similar (which means that you probably have to rearrange the map, or make a third Spawnpoint within the caves, that becomes inactive when the first checkpoint is reached. (like the extra Spawns on Well when you captured 4 points)

    3) it could be that it is too linear. In dustbowl there are always at least 2 possible ways (or the area is huge) to get to the enemy spawn.
  12. Bun

    Re: TF2 mapping drafts.

    Hmm... That's a good idea. Could make some small corridors in the walls. ;D

    I can make a spawn closer to the first points, and then make it useless when they cap the first. That should solve it. =D

    Yeah, could make some corridors, some sideways and stuffz. =)
  13. Bun

    Re: TF2 mapping drafts.

    Opdaatz! </wierd orcish languages>

    Attached Files:

  14. Re: TF2 mapping drafts.

    Second Spawn should fit. To find out the proper spawn times the map has to be played. But should work out well, with that spawn.

    The two extra tunnels can't convince me at all.

    the extra tunnel on the left side, should biforcate in an arm that goes to the second checkpoint (like it is done) and a second arm that emerges next to the house on the left side, otherwise the second checkpoint is the perfekt sniper spot, and there is no way to bypass it.

    i would use the first tunnel to connect attackers spawn with the caves and lock it with a door thats opened after the first or second checkpoint is reached.
  15. Bun

    Re: TF2 mapping drafts.

  16. Re: TF2 mapping drafts.

    1 entrance only, fail. need at least 2, make a sideway from both sides to the middle.
  17. Bun

    Re: TF2 mapping drafts.

  18. Re: TF2 mapping drafts.

    liek dis.

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    • xD.png
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  19. Bun

    Re: TF2 mapping drafts.

    Yeah, I did that.

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