2018년 2월 2일 금요일

TF2 Mapping Episode 2: Laying Out the Layout




I've came up with a layout for the map and I've drawn it on a grid paper.
The grid size is 128x128. 'A' with a circle around it is the first control point and the 'B' with a circle around it is the second control point. 'RS' refers to the red team spawn. 

The central idea is that the blue team comes in through the castle gates and control the bridge and the second point. I've tried hard to make the both points fun to play around with some height diversities and interesting dynamics. The defenders can either choose to go to the control point or take a side route which leads them to the sniper perch. The sniper perch is a pretty strong area as it can see the entire control point and some parts of red team territory. But it can be easily countered. Red spies can take the side route to take out the sniper and flank the blue team. Blue team flankers can use the stairs to go down to the river and use the smaller stairs to flank the red team. Or they can even go further into the red territory by following the river and using the stairs. The stairs will take the blue players right next to the red's spawn door so its both very risky but rewarding at the same time. When the first point is captured, both team will move to the second point. On the way to the second point, there's a slight incline and decline which makes the part like a small hill. This hill is designed to define the 'frontline.' Blue team will be able to hold their position there. this technique is done in some other maps. 

This is Upward's first section of the map.
The white line represents the 'frontline' as red team and blue team tries to control the height advantage. The height can also be used as a cover for both teams. The height advantage and the cover the area provides makes the place into a hotly contested area. An effective arena. This is what I want to recreate in my map.


The 'Banana' Market is a flank route which can be used by both team. It will end up looking like some sort of market hence the name. 

An interesting design choice I made in this map is to have the stairs that connect the river with the control point area. Again, I am practicing 'low ground penetrates' here similar to the first point. To explain the concept, low ground penetration is important for classes that perform better in close quarter. Scouts and pyros fall into this category. These classes wont stand much chance in the tight chokepoints because of all the projectile spams. Low ground penetration is pretty much the only area where these classes can shine so I made the route. However, the route can be powerful as it allows extremely fast access to the control point. To balance that out, I've added a red spawn door. Red team has a far better choice for their main spawn exit so the lower exit will not see much use but the very existence pretty much hinders some blue players looking to use the route often. 

I've noticed that the layout does not translate to hammer version that well since all the stairs are sized without the height in mind. This is the full geometry of the layout made in hammer. Gameplay logic is yet to be implemented though.
This is the first control point. I've left out the river water for now and concentrated on the geometry first. 

This is the blue spawn. I've not designed it on paper but it still follows the same premise as other areas of this map. Low ground is a flank route. Some covers are there for red if they want to try holding the area. 

This is the blue forward spawn which I completely forgot to put on the paper. This is the 'safe' method done in Gorge. It gives massive advantage to the spawning players so they can not be spawncamped so easily. 

This is the 'market.' Looks pretty boring for now but it will come to life during the beta stage.

This is the 'river spawn' for red team. It has the route which directly connects to the second control point. 

Frontline theory here. The door at the bottom is connected to a small room with ammo and health supply and the upper door is connected to a flank route. This will be the main chokepoint. 

I've added a rock to the river since I felt the area is too wide open and generic with little gameplay value. The rock also opens up some interesting detail possibilities too. The health and ammo in this screenshot are there to encourage the use of this long route which can be daunting. It also acts like a signal for players who've never played this map to try this route. It has powerful potential and I don't want it to be underused.

When I set the logic up, there will be a playtest, one of the most exciting part of mapping. 


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