Author Topic: 2Tower map concept (TF2)  (Read 2103 times)

Offline idolminds

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2Tower map concept (TF2)
« on: Sunday, January 27, 2008, 03:21:42 PM »
I've been playing Team Fortress 2 a lot lately. There is a distinct lack of CTF maps. Theres 2Fort, and now Well. Unfortunately Well doesn't seem well suited for CTF. Odd, since the original Well from QWTF and TFC was a CTF map, but the changes Valve made to it to suit their CP gametype makes them map way too large for CTF. Everything is really spread out, running back and forth takes ages.

Er...anyway. Its a bummer. So I was thinking about my own map. 2Fort has also changed from its original design. One major change was where the capture point it. In the old TF games, the capture point was on the sniper deck. If you had the flag you needed to step out on the deck to cap, which gave enemy snipers one last chance of stopping you. Now in TF2 the capture point is in the basement, you touch the other flag. It makes sense, but that means as soon as your flag gets taken into the enemy base,..goodbye, its as good as capped.

So with this I thought of a 2Fort-like map that would bring back that "last shot", while still having the capture point being the flags.

Quick mockup made in SketchUp:


You see the 2 bases are towers. A bridge connecting them, fall off the bridge and you'll find an alternate entrance. The flag room is at the top of the tower. The bright blue window is made of bullet proof glass. This will give engineers on flag duty something to look at (the battle raging below), and for those cunning types they can peer across at the enemy flag room and relay how its set up to their teammates. You know, "Sentry above back entrance" or whatever.

The two lighter blue "windows" will be openings. Inside the tower will be ramps leading up to each level. To get to the next ramp you have to run past these openings. They function as sniper decks, like 2Fort has...only this one requires the flag runner to get past them as well on the way to cap.

So yeah, thats the basic idea I had. Make the bases relatively simple to navigate. I may or may not try turning this into a real map. We'll see.

Offline MysterD

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Re: 2Tower map concept (TF2)
« Reply #1 on: Sunday, January 27, 2008, 03:32:50 PM »
I hope you turn this into a map, Idol.

Offline gpw11

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Re: 2Tower map concept (TF2)
« Reply #2 on: Sunday, January 27, 2008, 04:45:44 PM »
That's a good idea, but TF2 is absolutely perfect the way it is now.  Your new map will just dilute the goodness.  Burn in hell.


Seriously though, that seems like a really good idea for a map.  I can imagine a pretty hectic run  to the intelligence as every level will probably have at least one SG, and then on the run back you have to worry about the snipers.  Brilliant.

I wish Valve would take community maps and 'sponsor' them so like once a month they could release an update with the three best community maps they've found to that point or something.  There are some stellar maps out there, but it's a bitch because no one has them.

Offline MysterD

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Re: 2Tower map concept (TF2)
« Reply #3 on: Sunday, January 27, 2008, 07:10:47 PM »
I wish Valve would take community maps and 'sponsor' them so like once a month they could release an update with the three best community maps they've found to that point or something.  There are some stellar maps out there, but it's a bitch because no one has them.
That'd be a pretty sweet idea.

Not only would that help the modders of the maps get their name out and all, but it would make Valve look good for supporting the community AND it would keep TF2 alive even longer.

If Valve updated it ALL the time like that -- damn, that'd be freaking awesome...

Offline idolminds

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Re: 2Tower map concept (TF2)
« Reply #4 on: Sunday, January 27, 2008, 07:50:03 PM »
Indeed, Valve should have community map packs. The problem with custom maps in any game is servers don't run them because no one has them. And no one has them because servers don't run them.