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
-
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.
-
The 3 floor levels can be used for rocket jumping
-
Stairs can be used for the Spy to do trickstabs
-
Lateral points promote long-range weapons
-
Covers are clearly defining with low walls
-
Soldiers and Demomans can easily travel with rocket jumps
-
The surrounding platforms allow Scouts to jump everywhere
-
Open-areas help snipers
-
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
-
Fenders around the point are used to break the snipers’ line of sight.
-
Walls protect:
-
Engineers’ buildings their sentries
-
Medics healing their mates
-
-
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