“Finished” Map

28 May

My finished map is a 3 Point, Attack/Defend, Control Point map, with the BLU team needing to capture points 1 and 2 in any order, then, once both are taken, move on a capture point 3 within a time limit; whereas the RED team has to try and keep BLU from capturing the 3 points before time runs down, with each point being captured adding more time the clock.

My final map was supposed to be inside a large Space Ship, reminiscent of the inside of a Battle Star docking and fuelling bay, with the outside looking like a Dreadnaught class Ship from the Mass Effect universe. The map didn’t end up looking the way I wanted it; it didn’t even leave the Dev texture stage, making my map look grey, orange and see-through, with only the Points and Spawn rooms looking different.

I do think that the actual layout of my map is good, but it’s hard to know how good it is without actually playing in a game with more than ten people. The mirror map design and the multiple ways to attack or defend each point make it easy for both teams to do their job, and it should come down the skill of one side of the other to win a match.

Over all though, I would say that my map could have been a lot better, and I think that my biggest problem was only half sticking to my draw map at the start, then making different areas and a whole new floor without even drawing a map for it, man that it doesn’t look as good as the other areas. If I had more time on it, I would add the textures I wanted in it, and maybe try to get a few friends from college and online to jump in a play test my map, to make sure it actually works the way I wanted it too. I also might completely scrap the second floor of the map and start again, to try and make it fit. If I was to start from the start again, I might try the Unreal Engine, because it seems like you can do a lot more with it, and one of my favourite multiplayer games was Unreal Tournament.

My Map (First Half)

26 Mar

After a few hours of messing around in Source SDK, trying to work out how I wanted the main room to look, I actually started on the proper map. I knew that I wanted it to look like part of the Mars Mission on Mass Effect 3, where you are in a large room, with a massive window on the back covering the whole wall. There are two smaller rooms against the back wall, which are the RED spawn rooms, who are the Defenders in this map. In the Centre of the floor, is the Point, which the BLU team need to try and capture, and the Red Team need to try and defend; I have risen the ground around the Point so it can be easily defended, but also easily flanked by people coming from the other paths.

There are five paths in all from the first chamber to the first capture point room; two either side of the map, and one large one in the middle of the map. Each one has to slope upwards because of the way the map is designed, and to make room for the second half of the map I am going to need to make later, which is going to be above the first chamber, at least two levels up. One path either side of the main chamber and the Capture point room can only be accessed by triple jump, rocket jump or sticky jump at either end, so it is limited in how much of an advantage it gives, and will most likely be used for Scouts trying to sprint past and hit the long range players up close.

 

The main area is a very large room with the BLU spawn at one end, and the entrances to the capture point room at the other, with the Scout, Soldier, and Demo access entrances in the middle at either side. There is a cylinder in the middle of the room with gaps in it to allow strategic sniping and Scouts to get closer with less danger; falling down the middle of it however, will end in instant death. After this room was finished, and when I thought this half of the map was ready for Alpha, I noticed a lack of ways to get out of the middle section if you fell and where not a Scout, so I went around adding ramps to the lower area, to allow people to actually escape the centre.

The last section of the first half of my map is the BLU spawn room. It is located at the far side of the main chamber, and has three exits, whereas the RED spawn only has one, but is located on either side. The reason I have done this is because BLU are the attackers, and so need more chances to get out of there spawn area, so they don’t get dominated right from the start.

I need to do some testing with other people to know if there are any massive problems with the layout, or if there are any unexpected glitches, but that is going to be hard to organise. For now, all I have is this video of me running around the map as a scout, to give you the idea of how it all comes together.

New Map

19 Mar

After a while of trying to get a good PayLoad designed, I realized that for the sort of map I want, PayLoad would be a bad choice. I wanted there to be areas where heated battles would start is small corridors, or sniper fights in raised areas; and my first map had none of that. I decided instead to go with a “Capture Point”, “Attack / Defend” map,which I could design knowing that one team wouldn’t be restricted to a Cart moving around.

Capture Point can be made with a few different ways of play: Standard Capture Point is a game in which one team must take all the Points on the map, Control Point is where one team needs to hold one Point until the get there time to zero, and Attack / Defend, inwhich one team needs to defend Points from the other teams attempts to Capture them.

My Map is an “Attack / Defend” Capture Point type map, inwhich the BLU team needs to travel from the back to the front of a Space Ship, Capture the first Point, then travel back on themselfs, but one level higher to Capture the next Point. I have designed it with a lot more open areas than my first map, and with a few more branching paths (Nessessery Now because of the new Gametype). Its still not finished yet.

Sci-Fi Inspiration

11 Mar

The Citadel (Half Life 2)

The Citadel from Half Life 2 was one of the first things I looked into when I had decided the way I wanted my map to be played. Because it is thin compared to its height, it would be easy to make it a multi-levelled map, without making it seem too close to ground level, or making each level too small for there to be any good fights between the teams. The only problem is I am set on having it set in space, whether it be on a Space Station or a large Ship.

Another thing that I liked about the Citadel is how the inside is put together; it has one main room going from the very bottom to almost the whole way to the top, which was something that I really wanted in my map, but on a much smaller scale, maybe three or four levels, not hundreds. Also, like my map design, at the bottom of the main room, is where all the power comes from, and is sort of the main part of the half-arsed back story I made up about the map and why the RED and BLU are fighting over it.

Battlestar (Battlestar Galactica)

The thing that I wanted my map to look life from the start, are the Battlestars from “Battlestar Galactica”, which are very large battle ships that are about a kilometre long and about 300 metres wide. The main reason I wanted something like this is because of the way it looks; it doesn’t look like it has been designed to appealing, or look threatening, it just looks like it was designed with function in mind. I suppose one big reason I wanted my map to be like this was because I was a big fan of the series, and have wanted to make a game about something similar to it; not the story, but the way everything looks.

Mass Relay (Mass Effect Series)

As I mentioned earlier, I want there to be a large hole in the middle of the floor on my map, that looks as though it is supplying power to something, well, I want something that looks like the Mass Relay from the Mass Effect series, and have the purple particle effect going up though the whole map. If I finally decide to keep my map a “Payload” game-type map, at the top level, the payload would fall all the way down the map and hit the what looks like the round end of the Mass Relay, and I would have hoped to make an endgame event that made it look like the Mass Relay explosion in Mass Effect 2’s DLC, “Arrivals”.

Normandy SR1 / SR2 (Mass Effect Series)

Recently, I started playing Mass Effect again, and I noticed how fitting the way the main ship of the game, then Normandy SR1’s, interior looked for the sort of map I wanted to go for. Each different section of the ship looks like it was made for function, but after it was finish, it was changed so everything still worked the same, but it all looks a lot nicer, and matched what you would expect each part of the ship to look; from a hanger that has a lot of creates, but also a large area with nothing occupying it, to the main deck, that has a large hologram of the Galaxy in middle, and loads of slick looking computers surround it and going down a corridor to the cockpit.

The exterior also looks quite nice.

Dreadnoughts – Destiny Ascension (Mass Effect 1)

When playing through Mass Effect 1 again, I decided to read all the Codex entries, that give you extended information on most things throughout the game. I read one about the main ship of the Alliance Fleet called the “Destiny Ascension”, which was a Dreadnought class ship, basically making it a mobile Battle station, which is about one kilometre long. The reason I got really interested in this, and it made me want to base a big thing in my map about it, is how the decks work on Dreadnoughts; instead of being like all the other ships, and they way you would expect them to work, which is each deck spanning from the front of the ship to the back, the Dreadnought class ships have the decks layered from front to back, meaning that deck one is at the front, and then they go sideways across the ship. The reason the game gives for this is that the gravity simulators don’t need to work as hard, because the pressure when flying pushed people towards the ground on each deck, this doesn’t make too much sense, but I sort of see the false science behind it. Mars Base (Mass Effect 3)

There are no images that I can find of this online yet, but during the second mission of Mass Effect 3, you are inside a base on Mars, and the look of the inside of the base is amazing, and is almost exactly the way I wanted to make my level look from the start, and I was actually thinking about my map the whole time I was doing this mission. (Until the End of it D;)

Inspiration

27 Feb

There are quite a lot of maps that I looked at when I was working on my map, to see the way I wanted to design my map, and what sort of game type I wanted it to be based on.

 

2fort is a Capture the Flag map in Team Fortress 2, where one side is the same as the other, just flipped.

Quake 2 has what some cosider to be one of the best maps ever, called “Edge”. This was the first map I looked at once I had read the Brief.

Karkand is the most popular map in Battlefield 2, and Battlefield Play4Free, and was liked so much, that it was remade and added as DLC to Battlefield 3. This is the map I always look forward to when played Battlefield Play4Free.

Payload is my favourite gametype of any multiplayer game, so this isnt the only map that I like that suports this gametype in Team Fortress 2, but there are so many, that I just went for the one I have played the most to show what the gametype is like.

Some maps, like Crash from Call of Duty 4, are not ones that I would put up there in my favourites, but that I respect for how well they are designed to suport a few different gametypes, and pulls them all off farly well.

My Map

27 Feb

My map is being made using the Source Engine, and is going to be a map in the game, “TeamFortress 2”.

The reason I wanted it to be in Team Fortress 2 (TF2), is because of the massive amount of team work players need to use to win a match, and the variaty of different classes there are for people to play as. The gametype I am going to set my map around is “PayLoad” (pl); in this gametype, the BLU team must try a move a Cart carrying a bomb along a track, and get it all the way to the other end, where as the RED team has to try and stop them from doing this, and after a few rounds, the team swap sides, so the game is far.

The main reason I wanted to use Team Fortress 2 for my Multiplayer map is because it is a game I own, and have a lot of friends online that also own it, and it will be easy to playtest and see what needs to be changed on the fly.

My map is set in the Energy Core of a large Space Ship / Space Station, and is besed off of a few Sci-Fi things; mainly Mass Effect and Battlestar Galactica; Mass Effect for the style of the interiour, and Battlestar for the exterior. At the end of the PayLoad track, the Bomb falls into the Core of the ship, and, if possible, I would like the BLU team Win to blow the ship in half, but that might be a bit to hard to pull off.

The map is designed so that the BLU team has to zig-zag up the map, going the longers way round, and the map is designed so that it is easy to get into a defencive position fast, no matter where the Bomb is.