cp_skyway

Angstrom

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Currently working on a map with =(e)=? Xen_X.

Game: TF2
Brief description: A 5 CP map that takes place in Sky plataforms. (Hot Air Skyway Themed)
Gameplay: An attempt of fast paced gameplay, there is a main road connecting each CP with a lower level plataform to allow a better spread. There is also an even lower level plataform connecting the spawns and the sniper decks. Upper level plataforms will have glass walls, to allow vision and balance classes (Snipers would have really open areas and pyros would have direct kills with the airblast)
Currently working on the engineer, as it appears to have no spots to set up.

Status: Alpha V5.1.3 . No textures applied yet, no final design yet.

Screenshots:
Overview.​
cp_skyway_alfa5-1-20000.jpg

[
BLU Spawn:​
cp_skyway_alfa5-1-20001.jpg

Base cap (Note that the CP is behind the spawn of the respective team. Really haven't put much thought into how will this work, but I'm hoping to see that soon)​
cp_skyway_alfa5-1-20002.jpg

Another perspective:​
cp_skyway_alfa5-1-20003.jpg

Main road. There's an obvious problem with snipers having a great distance before anyone can approach them. Working to fix that.
cp_skyway_alfa5-1-20004.jpg

Sniper deck:​
cp_skyway_alfa5-1-20005.jpg

Mid cap:​
cp_skyway_alfa5-1-20006.jpg

Lowest levels. Spawn to spawn, sniper deck to sniper deck crossroads.​
cp_skyway_alfa5-1-20007.jpg

cp_skyway_alfa5-1-20008.jpg




Currently working on:​
Fixing the capture points: CP's not showing in HUD. Only BLU can cap and only the RED base CP. None of the other CP's can be caped. CP base object not showing.
Fixing the Snipers advantage: Some of the halls are too long and open.
Engineer feeling sad: No good sentry spots.

This is our first attempt at mapping and we're reading as much as we can. We need some help in what functionality is about (Having problems with the CP's not working).
If anyone want to test the alpha and give some feedback, feel free to contact me via steam and I'll set up a dedicated server with the map. Any feedback is greatly appreciated.
 
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for the sniper problem, you many want to add some walls, complex problem solved with a simple answer.
 
for the sniper problem, you many want to add some walls, complex problem solved with a simple answer.

Was planning on barrels to take cover. Why barrels instead of walls? Because barrels (Or similar objects) make the player have to crouch to avoid being sniped. This makes one player completely static, while the sniper feels he has his victim "pinned down" making the sniper keep his aim over that zone.
 
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I love the concept, but there are things that really worry me about all of the classes on this map.

Scouts and Snipers should be able to excel on this map, with it being as open as it is they should have a field day on any of the other classes. With scouts this isn't a big problem, because they must take a fairly large risk in approaching combat with the other classes. Demomen and Soldiers could always bump them off ledges or into the air. Scouts must constantly play with the ledges in order to be successful, which is great. Snipers on the other hand just have to anchor themselves at home base and pick players off left and right without worrying about any consequences until an enemy sniper rears his head. This doesn't reward skill, it's just easy pickings.

The best way to tone down sniper play is to build structures (walls or props) or limit the amount of places Snipers can be effective from. Snipers, as Soldiers, have a tendency to find the high ground and flock directly to it. Moving the high areas that have good views more toward the points or toward the center of the map could reward gutsy snipers and help thin the herd since they will have to travel to this point (instead of being safe near home) and then fend off any enemies who approach.

One thing I think would be REALLY cool would be if you made the map look like a connected convoy of flying machines, docked to one another. Since everything seems to be one giant structure already you could make it appear as if it were two giant airships (Red and Blu) both docking and boarding a third ship that has multiple hallways and paths inside of it. This would serve two purposes in giving the level a theme and providing an excuse to build some of the cover I mentioned before. Imagine a giant room at the center point that is at the heart of the center ship with ramps leading out of either side into the sterns of either airship. Then teams navigate from the back of the airship toward the bridge where the final point (and not far away the team spawns) lay.

I wish you guys luck in your efforts. It looks really promising.
 
I love the concept, but there are things that really worry me about all of the classes on this map.

Scouts and Snipers should be able to excel on this map, with it being as open as it is they should have a field day on any of the other classes. With scouts this isn't a big problem, because they must take a fairly large risk in approaching combat with the other classes. Demomen and Soldiers could always bump them off ledges or into the air. Scouts must constantly play with the ledges in order to be successful, which is great. Snipers on the other hand just have to anchor themselves at home base and pick players off left and right without worrying about any consequences until an enemy sniper rears his head. This doesn't reward skill, it's just easy pickings.

The best way to tone down sniper play is to build structures (walls or props) or limit the amount of places Snipers can be effective from. Snipers, as Soldiers, have a tendency to find the high ground and flock directly to it. Moving the high areas that have good views more toward the points or toward the center of the map could reward gutsy snipers and help thin the herd since they will have to travel to this point (instead of being safe near home) and then fend off any enemies who approach.

One thing I think would be REALLY cool would be if you made the map look like a connected convoy of flying machines, docked to one another. Since everything seems to be one giant structure already you could make it appear as if it were two giant airships (Red and Blu) both docking and boarding a third ship that has multiple hallways and paths inside of it. This would serve two purposes in giving the level a theme and providing an excuse to build some of the cover I mentioned before. Imagine a giant room at the center point that is at the heart of the center ship with ramps leading out of either side into the sterns of either airship. Then teams navigate from the back of the airship toward the bridge where the final point (and not far away the team spawns) lay.

I wish you guys luck in your efforts. It looks really promising.

First of all, Thanks for the feedback. It is much appreciated.

While testing the map, we were uncertain about the sniper gameplay. We knew we were making an open map. We added glass walls to most of the roads but not on the points and the sniper deck. Why? Well, while testing the map with every class, we realized that the sniper couldn't precisely see the most "tempting" enemies, in fact, most of what the snipers can shoot is able to shoot back, forcing them to find some cover. Now we're adding some inclination to see how it works.
ANYWAYS we had a a looong hall between spawn and points where, in the final push for one team, snipers had a great deal of distance and room to shoot everyone before anything could come close. What we did? We removed a part of the glass wall in one of the sides, so a sniper from the opposite sniper deck would be able to shoot him. Then we added some barrels. Rushing enemies can find cover in those barrels and snipers tend to be obsessive with their victims, they will -most likely- roam the barrel with their scope until they come out. This gives the perfect chance for any other class to kill him.
This is mostly theoric and we will have conclusive proof in the beta.

About the theme. I like your idea, haven't thought of that. Now I need some zeppelins.
I'll be making some drawings in the week to have a more visual approach to your idead.
 
I gathered some concept pictures by looking around on Google. Maybe these can give you an idea of what to do, design wise.

airship3-10.jpg


^
I like the design of the deck and propellers on this one. The blimp/balloon section is nice too but I think it may be a little too futuristic for TF2's 1940/50's design.

airship800.jpg


^
I like this one because it has a very archaic and retro feel to it. It kind of pre-dates the game's era but it wouldn't be out of the question to see these flying around the wacky world of TF2. Maybe instead of using a pirate ship you could use a more modern cabin. The balloons themselves are really cool. I like the way the netting and ropes keeps them attached to the ship.

drawing-norge-airship.jpg


^
This would probably be most accurate for TF2's timeline, but you could do a lot to play with the shapes. TF2 is a very sensationalized world with a cartoony feel, so making the cabin larger proportionally would be completely acceptable. If it were me I would suspend the cabin under the airship via ropes like in the second picture. The world of TF2 is comically dangerous and irresponsible, having short railings and open air cabins would totally work and give the ships the character that they need to make the map work!

Hope these images help.
 
sniper and scout will be OP here and you really do need some proper lighting. it's hard to see whats happening in fullbright.

and you still got a hl2 sky
 
sniper and scout will be OP here and you really do need some proper lighting. it's hard to see whats happening in fullbright.

and you still got a hl2 sky

Thanks for the feedback.
We are aware of these points. Sniper being OP has been discussed earlier. Scout has enough space to maneuver, but not enough to do hit & runs. This means that only if the scout is good enough at evasive maneuvering + shooting (Circle strafing, For example) will prevail here.
About the lighting. I've been reading a lot about this. But as I stated before, we're making the map as we learn. Believe me, when we get to the beta you'll have proper lighting and a better skybox. :)


I'm worried about the pyro role in this map. Even with the walls it seems too easy to airblast someone to death. Any idea?
 
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