Absurd Minds

More than 100 years without a motto.
It is currently 06 Jun 2024 04:15

All times are UTC-04:00




Post new topic  Reply to topic  [ 4 posts ] 
Author Message
 Post subject: Community Map
PostPosted: 10 Nov 2011 17:48 
Offline
User avatar

Joined: 31 Jan 2011 22:59
Posts: 462
Lately Serial asked me if I could make a TF2 map. I responded with something along the lines of "easily." Then a couple days ago serial was talking about getting all the clan tf2 junkies together and make a map design/layout/thing.

Not too hard. However, it would be a good idea to get ideas spreading. So, heres some questions you may or may not choose to answer to get the ideas flowing.


1.) Scale
- How many "levels" to the map, that is, ground level, underground, a nice third floor, ect...
- (If payload) Is there more than one "Area" to the map - assuming all checkpoints have been reached by one team.
- Just the general scale. Big map. Small map. Medium Map. A map resembling serials junk -oh wait, Hammer cant render a map that small.... darn.


2.) Theme
-Gameplay theme: payload, KOTH, control points,ect...
-The theme of the map as in: is it a city, desert, swamp, ect...


3.) "For fun" map or a competitve one. As in, will there be lots of key areas that one team must work hard at getting, or will the level be designed to have rounds end quickly (like KOTH)


4.) Payment for -Tyler-
Uhh, wait a sec, this was supposed to be cut out.


5.) How team-friendly
Will the teams HAVE to work to win - this may result in many a bad player rage quitting. Or will a few good players be able to get the ball rolling !


6.) Spawn points.
Will they be far from- or close to- objectives.


7.) Lolcats :
Attachment:
lol_cats.jpg
lol_cats.jpg [ 143.11 KiB | Viewed 2758 times ]
As you see, theres much to ponder here







----------

300th post FTFW! You can guess what the second "F" stands for.


Top
   
 Post subject: Re: Community Map
PostPosted: 10 Nov 2011 18:27 
Offline
User avatar

Joined: 25 Mar 2010 19:07
Posts: 8392
Tyler, you are the man. These are pretty dang good points to ponder.


Top
   
 Post subject: Re: Community Map
PostPosted: 15 Nov 2011 16:56 
Offline
User avatar

Joined: 25 Mar 2010 19:21
Posts: 5029
yeah actually that is a very good way to break it down. we should start discussing this.


Top
   
 Post subject: Re: Community Map
PostPosted: 15 Nov 2011 21:16 
Offline
User avatar

Joined: 31 Jan 2011 22:59
Posts: 462
Let's start with #7.


I believe this is a very lol-ey lolcat, however, it could use some work. The pixels, for example, are fucked up. We must find a way to fix this at all costs.


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 4 posts ] 

All times are UTC-04:00


Who is online

Users browsing this forum: No registered users and 14 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Limited