
Team Fortress 2 - Diamond
Project : Diamond
Game: Team Fortress 2
Statut: Polish
Gamemode : King of the hill/Captures points
Intentions
- 
Create a map shaped like a triangle 
- 
Focus on the verticality 
- 
Mix closed and open areas to vary the gameplay for each class 
- 
Propose a dense level to encourage group dynamics. 

Paper prototype
Before starting the blocking on Hammer, I made several sketches to design the layout in adequation with the gameplay of each class.
After several tries, I settled for a diamond shape:
- 
The map is symmetrical to respect the other levels of team fortress 2 
- 
It’s easier for new players to not get lost if there are in the enemy’s territory 
- 
The spawn of each team is physically close but separated by an impassable wall. 
At the start, I was focused on the King Of The Hill (KOTH) game mode:
- 
Because it’s a game mode that I’m comfortable with 
- 
It’s easy to make playtest on it because rounds don't last long 




Molecule Level
Before starting the blocking
- 
I increased the size of the map to be more polyvalent. 
- 
I added a new game mode on it, capture points 
- 
I made the molecule level to see the various traffic junctions. 
The molecule draft brings me a global vision of the map and saves me time before starting the blocking.

Top View

The map is divided in 3 main paths
- 
To bring several ways to attack for the players 
- 
To avoid the map to be to labyrinthic 
- 
Each of the axes favors a different approach (short, medium and long range) 

To facilitate the player navigation, each axis had several accesses:
- 
It dynamises traffic flows by allowing them to change paths 
- 
Players can surprise their opponents and attack them from the rear 

Use of gameplay mechanics
Each control points are designs to uses characters’ mechanics:
- 
The central control point is based on the verticality with it 3 floors 
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Interior spaces are useful for middle and short-range weapons like the Pyro’s flamethrower or the Heavy’s minigun 




- 
The pit is for the Pyro to airblast enemies into and kill them instantly. 
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The 3 floor levels can be used for rocket jumping 
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Stairs can be used for the Spy to do trickstabs 




- 
Lateral points promote long-range weapons 
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Covers are clearly defining with low walls 
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Soldiers and Demomans can easily travel with rocket jumps 




- 
The surrounding platforms allow Scouts to jump everywhere 
- 
Open-areas help snipers 
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The Heavy can defend/attack while protecting himself behind walls 




- 
The last control points are asymmetrical fights, attackers have more access, but defenders are close 
- 
Spawns are spaced to avoid spawnkill 
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Fenders around the point are used to break the snipers’ line of sight. 




- 
Walls protect: - 
Engineers’ buildings their sentries 
- 
Medics healing their mates 
 
- 
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Lateral axles help the Spies infiltrate the defences. 



Playtesting
During the production, I made several playtests for improve the map
- They were made with around 12 players
- 
Based on 2 sessions of 1 hours 30 minutes on each game modes 
You can find the documents below

Control points heatmap

KOTH