Yes I am.
Anyways, I'm not devoting this blog to Game Making anymore.
I'm devoting it to….
LEVEL DESIGN IN TEAM FORTRESS 2
I will go through my methods for creating my map, pl_verity.
Verity came from the idea for Competitive Payload; Basically, both teams have a bomb which they must guide into the enemy base by standing near it. Pretty hard to do speaking THE ENTITIES USED FOR A SINGLE PAYLOAD HATE BEING IN THERE TWICE. So it looks like a capture point map. But it's about guiding payloads I tell ya!
Anyways, the actual design of the map is basic. The original design was as such.
Uh, gonna ASCII it if I can't sketch it somehow…
Try this. The sketch itself shows red and blu base, the paths of the payloads, and windows out of the second path(Gray areas)
Ok, will continue more soon.
…you're fucking obsessed.
Rat'd.
Sounds like most the action only happens in the middle of the map.
Also, once one team has reached past the middle, they have a far superior advantage to winning.I agree with edmunn, and when people realise that it'll be everyone doing nothing until the halfway point, then regular style after that as the losing team then can only really stall for time.
I'm obsessed too.
I can only play in 10 minute intervals and I've ammased 3 hours.http://www.robosquid.com/uploads/project-files/138_Electric_Shell__First_Cut_all.mp3
http://www.robosquid.com/uploads/project-files/134_Swiss__Song_for_DM_8_all.mp3