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Team Fortress2

Dustchester Prison

hammer.png

Constraints


- The level must be asymmetrical and designed specifically for Capture the Flag mode.

- The game mechanics are taken directly from the game Team Fortress 2.

- The level can be found anywhere in the world, provided it has a substantial architectural component.

- The model is limited to the interior and immediate environment of the building where relevant to the action.

Intentions


-Create a multiplayer map, 6 to 6.


-Create an understandable environment and the atmosphere of Team Forteress2.


-Make all parts of the card dynamic and useful to the game.


-Give both teams the same opportunities.


-Make an interesting map to play regardless of the character chosen by the player.

Contextualization

 I learned how to create maps using several different editors. Even if Hammer seems a little out of time, I still thought it would be interesting, to show you by a multiplayer  map some exercises of balancings, guidance and rhythms.

Documentation of the map

First iteration Sketchup

Sketchup_map_tf2.jpg

Changes made to improve gameplay

-I managed to respect most of the layout while remaining open to possible changes.

-At first, the red team had a clear advantage due to its surveillance tower directly on the bloodbath. To restore some balance I gave the blues access to the roof from their spawn. It also added rhythm to the game.

scout_toit_bleu.png

-I blocked access to the Reds' document because it opened a lane too fast for both teams. Thus creating the displacement of the Bloodbath to an alternative path. This correction now requires the player to move to the other side of the map if he wants to access enemy documents. This way the action is redirected to the center of the map.

-I reversed the spawn and the red document in order to move the two documents away from each other and increase the duration of the game. Since the documents were on the same side, once again the players had to use only one part of the map.

-The blues have a defensive advantage caused by the lower position of their document. To balance it all, I increased the verticality on the red side creating an offensive advantage.

-The addition of different textures, colors and environments helped the players to better navigate and locate themselves through the map (guidance). I tried to limit the use of directional arrows in the level even if TF2 abuses it a bit.

-Other small changes were made during the creation of the map in the editor, but does not or little impact the gameplay.

A Gameplay balanced, for all types of places and for all types of players.

Attack

Scout: Lots of access to roof and cornice. Can move quickly no matter the initial position. The player navigates much faster however he is still in the open.

scout_ toit.png
corniche_scoout.jpg

Soldier: The inner courtyard of the prison seems to be the ideal place for a bloody fight. Access is direct but dangerous.

soldier_cour.png
soldier_cour_bleu.jpg

Pyro: You find hiding places and covers in the cells to surprise the enemy. This path is slower, but certainly less risky.

cellule_red.jpg
pyro_cell.png

Defense

Demoman: Defend your document from your base by covering a multitude of access at once.

ouverture_red.jpg
demoman_cuisine.png

Heavy: Protect your document in the simplest and most efficient way. For the less adventurous. The documents seem easy to protect, but don’t think there will be a lot of action. Both roads are very accessible from the outside creating a lot of traffic. Be careful not to get trapped in them.

heavy_doc_rouge.png
bleu_doc_heavy.jpg

Engineer: Build turrets in unusual and cruel places. A multitude of paths gather in some places. This way you will cover large spaces.

mitrailette_bleu.jpg
mitraillet02_red.jpg

Support

Medic: Use quick access between pieces. Easy to protect your teammates and stay safe at the same time. If you make a mistake, you’ll make up for it more easily.

healt_red.jpg
healt_bleu.jpg

Sniper: What could be better than perching and waiting for your prey. Access to the roof, cornice and tower (verticality) provides a variety of locations for snipers.

sniper_tower.png
sniper_blue.jpg

Spy: Hide the time to be able to become invisible again. Darker places and small hiding places are provided for more sneaky players.

spy_red.jpg
espion_parking.jpg
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