Paper Plans
Okay we all sat down and decided what sort of map we wanted to emulate for our first time out. We all agreeded that Badwater was a great example to start from. One thing about bad water is its a darn goodly sized chunk of playspace. So we are aiming for something about 70% the size of Badwater. This is still pretty good sized but with four level designers working on it its not overwhelming.
So here is our first version.

A little hectic but as Andre based this on a bunch of note book scribbles and three hour jam at a coffee shop I’d say it turned out pretty good.
So what we have in this first version is three points and start and a finish. One spawn room at either end and a shared spawn room in centre. We have our track running through a intial choke point of two towers around a bend into a boat then over the submarine and ka-boom.
Tempest is planned to be a night map that takes place in a dock yard with some interesting weather effects, but we will see where we end up. Overall we are pretty pleased that we have something different with some hooks that is still consistent with the TF2 universe.
Moving on…

So now we have a bit of iteration that we did at our second meeting. We wanted some open room at the start as the intial sections should never play slow so we moved the first two towers back. We also moved the points around a bit. There some more detailed plans for the building that we made but they are not up yet but hopefully soon as soon as Shaw connects one of the teams internets
.
We also added two tubes heading into the sub doc one for the cart and the other filled with water. The fun bit is that it is just glass separating the two tubes so it should be to watch the action unfold from within each tube for the players.
At the moment we are leaning towards one red spawn that changes its exit configurations based on which points the cart has hit.
More to come…
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Good luck guys, I’ll keep an eye on your progress!