The First of Many: TF2 Mapmaking Dev Blog Entry #1

30 05 2009

So I’ve decided, in between hunting for jobs that is, to begin work on developing maps for Team Fortress 2. After messing around with Hammer for the first time in a couple years, I feel I’m grasping the basics relatively quickly again and have thus embarked on my first map, which probably will not be for general consumption unless it comes out really well. It’s an arena map that has been inspired by two things

1. You Only Live Twice
2. The UT map “Facing Worlds”

The idea is relatively simple. On a caldera island made by a long-dormant/extinct volcano, a Spytech base exists built into the rock. However it has been abandoned for some time. The two teams fight over it to find out its secrets.

The part that’s based on “Facing Worlds” is that the spawn points for each team I am planning to model after the Moai statues on Easter Island, essentially having the teams run out the “mouth” of the statue when the round begins.

So far I have the center capture point room and adjacent hallways built, I’m busy working on how I plan to have the rest of the interior flow, and get that modeled, before i build the terrain above it.

EDIT: Here’s an in-Hammer picture. I really need to find a fast way to mirror my hallway geometry. As to the huge grey thing on top of the central room, that’s just a placeholder to cover the hole I put in the ceiling, to give the idea that the place is abandoned and a bit run-down.

Moai Caldera: Early Construction

Moai Caldera: Early Construction




2 responses

30 05 2009
Dan Tennant

I demand pictures! PICTURES!

30 05 2009

Well I guess if you enjoy seeing orange against grey that much, then sure.

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