Stigmata
The Freeman
- Joined
- Jun 2, 2003
- Messages
- 15,904
- Reaction score
- 371
The name is taken, but apparently only by a three-years-old and ostensibly-unfinished map. I have yet to think of anything catchier, so that's what it is for now.
I've been working on this for about two days now, just blocking out the design before I get started on detailing. The last thing I want to do is bog myself down with texture alignment when I still have balance issues to work out!
=====!!!!! PICTURE SLIDESHOW: http://imgur.com/lnLZl&3Vt1V&bzF9h&IlfjS&O28X8&Sf8A1&8bKh4&ZcYim&aCMvu&CpWNz&HyMiD&AQMpT
1: BLU spawn room, from the outside. It is basically a three-door containment room for people exiting the actual spawn, further inside.
2: Lots of slopes. An overpass in front of the spawn, with a one-way door underneath (BLU side -> RED side)
3: Taken from an opposite perspective, showing Cap Point A. You can see the one-way door, to give proper perspective.
4: A lay of the land. Don't fall into the skybox! (I'll make it a proper-looking death canyon later)
5: There's a small bridge to cross. Or you can go up the stairs on the right to the battlements - keep going, and you can drop down on the defenders.
6: Should have been earlier in the slideshow - This shows the path *around* the one-way door, from BLU to RED. Note the cliff vantage point on the left (with a large gap, Heavies definitely cannot make it across) for defenders.
7: Cliff vantage point on the right, the area just past CP A on the top-left, two-storey building center-left, with balcony.
8: Looking at the balconied building. CP A is to the right.
9: Inside the building, first floor, opposite perspective (right door leads to B, left door leads to A, stairs back-left and back-right lead to wraparound battlement and balcony, respectively).
10: The final choke. RED spawns in the building behind the rocks, CP B is in the small building center-right.
11: From RED's defensive balcony, just behind the rocks.
12: Opposite perspective, inside the building.
I hope to get a playtest going tomorrow. I just need to install a couple more doors. All the game logic is set up.
I've been working on this for about two days now, just blocking out the design before I get started on detailing. The last thing I want to do is bog myself down with texture alignment when I still have balance issues to work out!
=====!!!!! PICTURE SLIDESHOW: http://imgur.com/lnLZl&3Vt1V&bzF9h&IlfjS&O28X8&Sf8A1&8bKh4&ZcYim&aCMvu&CpWNz&HyMiD&AQMpT
1: BLU spawn room, from the outside. It is basically a three-door containment room for people exiting the actual spawn, further inside.
2: Lots of slopes. An overpass in front of the spawn, with a one-way door underneath (BLU side -> RED side)
3: Taken from an opposite perspective, showing Cap Point A. You can see the one-way door, to give proper perspective.
4: A lay of the land. Don't fall into the skybox! (I'll make it a proper-looking death canyon later)
5: There's a small bridge to cross. Or you can go up the stairs on the right to the battlements - keep going, and you can drop down on the defenders.
6: Should have been earlier in the slideshow - This shows the path *around* the one-way door, from BLU to RED. Note the cliff vantage point on the left (with a large gap, Heavies definitely cannot make it across) for defenders.
7: Cliff vantage point on the right, the area just past CP A on the top-left, two-storey building center-left, with balcony.
8: Looking at the balconied building. CP A is to the right.
9: Inside the building, first floor, opposite perspective (right door leads to B, left door leads to A, stairs back-left and back-right lead to wraparound battlement and balcony, respectively).
10: The final choke. RED spawns in the building behind the rocks, CP B is in the small building center-right.
11: From RED's defensive balcony, just behind the rocks.
12: Opposite perspective, inside the building.
I hope to get a playtest going tomorrow. I just need to install a couple more doors. All the game logic is set up.