Red Spawn + Approach + Point A --> Design Discussion

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Mike *The Djinn* Sloan

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May 23, 2010, 11:11:06 PM5/23/10
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Alright. I was fooling around with some designs, and wanted some
opinions.

*Red Spawn*: For Red Spawn, I was debating having a sort of dock style
construction, with a simple, low-profile spawn building half in the
water and half on the land. It would have docks around it, and maybe
a motorboat or two, and either two or three exits. I'd ideally like
at least one such exit hidden by an outcropping of rock, as snipers on
the ramps and the soon-to-be-added sniper deck above the doors could
easily cover the spawn as I envision it without such cover.

*Approach*: The approach to Point A has several options, in my mind.
The beach has some slight alteration in terrain, but not enough to
really make it practical to hide in it. It will, however, feature
some strategic rock placement, allowing attackers to find cover from
fire coming from within the fort itself. I also think a trench system
would be excellent here: it would conceal you from snipers, while at
the same time making you vulnerable to things like pipes and rockets,
as you wouldn't have as much room to dodge. The multiple levels will
also reward classes capable of jumping long distances, as they can
switch levels instantly, and allow spies to function in what is
basically a wide open area. A couple of small bunker areas might
also spice this up, but I don't want this to be to long a trek: moving
in a straight line, you should get to the fortress entrance fairly
quickly.

*Point A*: As it currently stands, I'm running with my design of Point
A (the ramp to a balcony on the left, and a small fortification for
the defenders on the right. This can change, but I'd really like to
see what people would like to see in Point A, so I can get a better
working model up for debate. Personally, I think we really need
things like the ramp to allow avenues of attack other than "storm the
front" or "run down the narrow passages," as to many classes will fail
to function if forced into this attack pattern. Already there's not
much for Scouts, Spies and Pyros to do (Soldiers, Heavies, Demos have
Point A all their own way on both attack and defense with any of our
builds), so I don't want to punish these classes more by restricting
their paths of attack...

Thoughts on any of this?

Byron Ujai (Byrnbot)

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May 24, 2010, 4:53:15 AM5/24/10
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On May 24, 4:11 am, "Mike *The Djinn* Sloan"
<michael.eric.sl...@gmail.com> wrote:
>
> *Red Spawn*: For Red Spawn, I was debating having a sort of dock style
> construction, with a simple, low-profile spawn building half in the
> water and half on the land.  It would have docks around it, and maybe
> a motorboat or two, and either two or three exits.  I'd ideally like
> at least one such exit hidden by an outcropping of rock, as snipers on
> the ramps and the soon-to-be-added sniper deck above the doors could
> easily cover the spawn as I envision it without such cover.
>
> Thoughts on any of this?

Red spawn should ideally have an area of safety near it where BLU
Snipers have limited line of sight outwards. Personally, I don't mind
the idea that RED gets a small sniper nest, similar to the one the
Sniper uses in his 'Meet the Team' video, directly attached to the
spawn. It could theoretically give good line of sight to Point A and
its immediate defence, but is open to counter sniping and rockets and
relies on the RED sniper to be excellent at suppressing BLU snipers to
be effective.

A rocky outcropping for Scouts to double jump on? It could allow
scouts an alternate entrance into the base for a blitzkrieg style
attack, flank defenders on the first point defence.

KBF on the forums said (or at least implied,) that people shouldn't be
a clear target for snipers unless they present themselves. I therefore
propose that ideal sniping positions should be limited in number and
size, but with very good and very obvious lines of sight and a
horrible weakness to rockets, grenades and other snipers.
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