Experimental Maps and Their Results
This thread is for map authors to post their experimental maps and what they've learned from them. Please post your map name, and a very brief description of what you've learned. After that you can post what you've learned in greater detail. (I'll link your reply in the main post so people can see more info by clicking so). To get what you've learned added to the list just post a reply in this format:
Ok. It appears 'Experimental' is a pretty subjective term. In general the definition is "based on untested ideas or techniques and not yet established or finalized", which works great for TF2maps where we can see most maps and what has yet to be toyed with. But there will be people who haven't seen every map and might be 'experimenting' with something that they think is unique but might not actually be. This might be a problem with TF2 mapping or any sort of mapping in general: that we keep treading the same ground and sometimes reinventing the same wheel. So this thread at least will hold a library to threads that may be relevant to what you want to do; you may not need to do your experiment once you've read through the category you're interested in here.
For instance, mentioning your experiments on spawn room creation is probably not useful for many people, but you learned something from it. Sorta how I'd be posting my surf map experiments, these replies aren't useful to many people either, but they are still experiments, and they are still useful replies. Even if it's already been tested elsewhere, if you post it here then others won't have to do the same experiment themselves later.
Arena:
arena_backlot by Fr0z3n
An arena map that fixes some of the major issues of arena. [More Info]
arena_byre by Idolon
Objective-based arena: two capture points that start unlocked [More Info]
arena_discovery by Egan
People like being sneaky. If map is big, when point is enabled it should make it easier to get around. How to make water transitions into 3d skyboxes look good. [More Info]
arena_egan by Egan
In a 72hour contest, if under 12 hours till due, do not change the gameplay experimentally. Damage-resistance-addconds affect player's explosive launch height, and they hate that. A/D arena mode is tough. [More Info]
Capture the Flag:
ctf_rubbish_72 by RubbishyUsername
Small CTF map for the 2014/15 Winter 72hour Mapping Contest [More Info]
Control Point (Attack/Defend):
cp_flashwind by Wareya
Deliberately bad connectors [More Info]
cp_paramagnetic by Berry
Symmetrical Attack/Defend [More Info]
cp_shortcut by YM
Stop the Train! instead of Stop the Tank! [More Info]
Control Point (A+B>C):
Control Point (Domination):
Control Point (5cap):
cp_sleekcrete by Waffe
A 5cp map made for the 2 Skillsets Competition, which featured some delicious curves but most importantly, a surfable dam. [More Info]
King of the Hill:
koth_trainsawlaser by Crash/ UEAKCrash
King of the Hill map with excessive amount of hazards, but still a fun, balanced gimmick map. [More Info]
koth_polarbeam by Berry
Single timer KotH [More Info]
turf_whiskeyriver by MegapiemanPHD
From the winter 72 hour mapping contest, King of the hill with 3 points instead of 1. The active point is randomly chosen at the start of the round and changed between owners. [More Info]
koth_workstation by Fantasmos
How NOT to make a koth map. [More Info]
Mann vs. Machine:
mvm_intercept by UKCS-Alias
For players: It breaks the general 'bots attack 1 place' system most maps have. Which for more experienced players makes a game more interesting. But poor players just get overwhelmed. For mappers: Only fun if you like entity work. And it was 2nd in the layout phase of the 2 skillset contest [More Info]
mvm_sludge by Dr. Element & Turbo Lover
Things to consider when writing a popfile. [More Info]
Medieval:
koth_rrerr_medieval by Turbo Lover
Demo charge ramps are pretty fun. [More Info]
Payload:
pl_crowdource by Ynders
A crowdsourced map is a pretty good idea, but I executed it very poorly. [More Info]
pl_octagon by RubbishyUsername
3 point single-stage payload set in octagonal arenas. [More Info]
Payload Race:
plr_reserve by Egan
King of the Payload still has a few of game-ruining bugs to sort out. [More Info]
Special Delivery:
Territorial Control:
tc_ramparts by UKCS-Alias
Territorial payload race with mirrored style rounds. The map itself has been canceled. [More Info]
Non-Standard Modes:
surf_halloween by Egan
Arena surf maps need ramps right at spawn, or people will be confused. [More Info]
dm_egan by Egan
Even in deathmatch, you should have something for the teams to fight over. People really truly like when a map feels new compared to what they've seen previously (even if in just the gamemode). [More Info]
.
This thread is for map authors to post their experimental maps and what they've learned from them. Please post your map name, and a very brief description of what you've learned. After that you can post what you've learned in greater detail. (I'll link your reply in the main post so people can see more info by clicking so). To get what you've learned added to the list just post a reply in this format:
Map Name: (including prefix (what category it will be placed in - open to debate): plr_reserve)
Author Name: (or names, preferably your forum name so we can find you easily)
Link: (a link to the map if you have one)
Brief Description: (as short as possible: "king of the payload has lots of bugs")
Extended Explanation: (optional, but recommended)
Ok. It appears 'Experimental' is a pretty subjective term. In general the definition is "based on untested ideas or techniques and not yet established or finalized", which works great for TF2maps where we can see most maps and what has yet to be toyed with. But there will be people who haven't seen every map and might be 'experimenting' with something that they think is unique but might not actually be. This might be a problem with TF2 mapping or any sort of mapping in general: that we keep treading the same ground and sometimes reinventing the same wheel. So this thread at least will hold a library to threads that may be relevant to what you want to do; you may not need to do your experiment once you've read through the category you're interested in here.
For instance, mentioning your experiments on spawn room creation is probably not useful for many people, but you learned something from it. Sorta how I'd be posting my surf map experiments, these replies aren't useful to many people either, but they are still experiments, and they are still useful replies. Even if it's already been tested elsewhere, if you post it here then others won't have to do the same experiment themselves later.
Arena:
arena_backlot by Fr0z3n
An arena map that fixes some of the major issues of arena. [More Info]
arena_byre by Idolon
Objective-based arena: two capture points that start unlocked [More Info]
arena_discovery by Egan
People like being sneaky. If map is big, when point is enabled it should make it easier to get around. How to make water transitions into 3d skyboxes look good. [More Info]
arena_egan by Egan
In a 72hour contest, if under 12 hours till due, do not change the gameplay experimentally. Damage-resistance-addconds affect player's explosive launch height, and they hate that. A/D arena mode is tough. [More Info]
Capture the Flag:
ctf_rubbish_72 by RubbishyUsername
Small CTF map for the 2014/15 Winter 72hour Mapping Contest [More Info]
Control Point (Attack/Defend):
cp_flashwind by Wareya
Deliberately bad connectors [More Info]
cp_paramagnetic by Berry
Symmetrical Attack/Defend [More Info]
cp_shortcut by YM
Stop the Train! instead of Stop the Tank! [More Info]
Control Point (A+B>C):
Control Point (Domination):
Control Point (5cap):
cp_sleekcrete by Waffe
A 5cp map made for the 2 Skillsets Competition, which featured some delicious curves but most importantly, a surfable dam. [More Info]
King of the Hill:
koth_trainsawlaser by Crash/ UEAKCrash
King of the Hill map with excessive amount of hazards, but still a fun, balanced gimmick map. [More Info]
koth_polarbeam by Berry
Single timer KotH [More Info]
turf_whiskeyriver by MegapiemanPHD
From the winter 72 hour mapping contest, King of the hill with 3 points instead of 1. The active point is randomly chosen at the start of the round and changed between owners. [More Info]
koth_workstation by Fantasmos
How NOT to make a koth map. [More Info]
Mann vs. Machine:
mvm_intercept by UKCS-Alias
For players: It breaks the general 'bots attack 1 place' system most maps have. Which for more experienced players makes a game more interesting. But poor players just get overwhelmed. For mappers: Only fun if you like entity work. And it was 2nd in the layout phase of the 2 skillset contest [More Info]
mvm_sludge by Dr. Element & Turbo Lover
Things to consider when writing a popfile. [More Info]
Medieval:
koth_rrerr_medieval by Turbo Lover
Demo charge ramps are pretty fun. [More Info]
Payload:
pl_crowdource by Ynders
A crowdsourced map is a pretty good idea, but I executed it very poorly. [More Info]
pl_octagon by RubbishyUsername
3 point single-stage payload set in octagonal arenas. [More Info]
Payload Race:
plr_reserve by Egan
King of the Payload still has a few of game-ruining bugs to sort out. [More Info]
Special Delivery:
Territorial Control:
tc_ramparts by UKCS-Alias
Territorial payload race with mirrored style rounds. The map itself has been canceled. [More Info]
Non-Standard Modes:
surf_halloween by Egan
Arena surf maps need ramps right at spawn, or people will be confused. [More Info]
dm_egan by Egan
Even in deathmatch, you should have something for the teams to fight over. People really truly like when a map feels new compared to what they've seen previously (even if in just the gamemode). [More Info]
.
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