An ongoing, corporate conflict is never cheap; whether it's cash, raw manpower or valuable resources, the victor is determined as the company that is the most capable of securing its economic needs. Establishing a temporary base of command on either side of a highly-efficient, coastal, nuclear...
Sightlines is something I'm going to be controlling. I like tactical usage of sightline, but considering how powerful the Sniper is, it's certainly something I'm going to be focused on throughout the development process.
A few notes: all the textures are pretty much placeholders. I'm not a fan of dev textured cliffs, so I'll slap any ol' cliff texture on there. The lower flank on the ridge looks like a pit of death - it's going to be fenced to point where you can't walk off to your death automatically, but if a Pyro airblasts you correctly, you'll be killed.
So, today I wanted to feel out what I wanted to do with this map aesthetically and roll out the carpet for the mood that I want to capture. I'm a big fan of the stock TF2 style: spytech bases, doomsday devices and general 60s' spy film environments.
I'm playing around with embedding the central focus area within the coastal cliff and giving it that James Bond feeling. This is all really an experiment and I'm just playing around with ideas, so it's real rough. However, I wouldn't enjoy mapping if I didn't try and roll off the rails time to time.
So, here's what I'm trying out:
Comments and suggestions are appreciate, as always. I really want to get this downloadable and playtested in the next few days, but I want to make sure I was happy with where I was taking this first.