![](https://static.wixstatic.com/media/c37414_05077c2b8ddd460d8b8f9123f2a20ffa~mv2_d_7680_4320_s_4_2.png/v1/fill/w_96,h_54,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_05077c2b8ddd460d8b8f9123f2a20ffa~mv2_d_7680_4320_s_4_2.png)
Team Fortress 2 - Diamond
Project : Diamond
Game: Team Fortress 2
Statut: Polish
Gamemode : King of the hill/Captures points
Intentions
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Create a map shaped like a triangle
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Focus on the verticality
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Mix closed and open areas to vary the gameplay for each class
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Propose a dense level to encourage group dynamics.
![20191001190404_1.jpg](https://static.wixstatic.com/media/c37414_e660dc3960da4898962462b48fd850d7~mv2.jpg/v1/crop/x_0,y_0,w_1629,h_1077/fill/w_428,h_284,al_c,q_80,usm_0.66_1.00_0.01,enc_auto/20191001190404_1.jpg)
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:
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The map is symmetrical to respect the other levels of team fortress 2
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It’s easier for new players to not get lost if there are in the enemy’s territory
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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:
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Because it’s a game mode that I’m comfortable with
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It’s easy to make playtest on it because rounds don't last long
![Croquis](https://static.wixstatic.com/media/c37414_3bc1cb426e9d450297e11a56a4c61893~mv2.png/v1/fill/w_59,h_44,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_3bc1cb426e9d450297e11a56a4c61893~mv2.png)
![2019-10-02_173712](https://static.wixstatic.com/media/c37414_1bff7ae86b35456c91b3a1c0c8747d87~mv2_d_3503_2478_s_4_2.jpg/v1/fill/w_147,h_104,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_1bff7ae86b35456c91b3a1c0c8747d87~mv2_d_3503_2478_s_4_2.jpg)
![2019-10-02_175151](https://static.wixstatic.com/media/c37414_47fa91c7885c4ea4b4af4ea9e13b2a42~mv2_d_3472_2409_s_4_2.jpg/v1/fill/w_147,h_102,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_47fa91c7885c4ea4b4af4ea9e13b2a42~mv2_d_3472_2409_s_4_2.jpg)
![Croquis](https://static.wixstatic.com/media/c37414_3bc1cb426e9d450297e11a56a4c61893~mv2.png/v1/fill/w_59,h_44,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_3bc1cb426e9d450297e11a56a4c61893~mv2.png)
Molecule Level
Before starting the blocking
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I increased the size of the map to be more polyvalent.
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I added a new game mode on it, capture points
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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.
![Map TF2.png](https://static.wixstatic.com/media/c37414_bc818b74e29e45efbf30482725421a99~mv2.png/v1/fill/w_55,h_28,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/Map%20TF2.png)
Top View
![TopViewFinal1](https://static.wixstatic.com/media/c37414_92d9b4119d244a3191d3744f14707ffa~mv2.jpg/v1/crop/x_387,y_96,w_1178,h_837/fill/w_106,h_76,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/TopViewFinal1.jpg)
The map is divided in 3 main paths
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To bring several ways to attack for the players
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To avoid the map to be to labyrinthic
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Each of the axes favors a different approach (short, medium and long range)
![wayDiamondRangeV2.PNG](https://static.wixstatic.com/media/c37414_ff458ff121e443c5963975d1cc0ec3ca~mv2.png/v1/fill/w_110,h_80,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/wayDiamondRangeV2_PNG.png)
To facilitate the player navigation, each axis had several accesses:
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It dynamises traffic flows by allowing them to change paths
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Players can surprise their opponents and attack them from the rear
![waysecondarydiamondV2.PNG](https://static.wixstatic.com/media/c37414_e87ac6dfdfb94130be71279b77dbbb2e~mv2.png/v1/fill/w_108,h_78,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/waysecondarydiamondV2_PNG.png)
Use of gameplay mechanics
Each control points are designs to uses characters’ mechanics:
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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
![CP_Center_V1](https://static.wixstatic.com/media/c37414_d316649e1a5a433c90eea34d259b35c5~mv2.jpg/v1/fill/w_147,h_83,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_d316649e1a5a433c90eea34d259b35c5~mv2.jpg)
![CP_Center_V2](https://static.wixstatic.com/media/c37414_06299f0962004736a3da9cfdb12d60c6~mv2.jpg/v1/fill/w_147,h_83,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_06299f0962004736a3da9cfdb12d60c6~mv2.jpg)
![CP_Center_V4](https://static.wixstatic.com/media/c37414_fd4f83ac87a147a0b0040e032c007f4c~mv2.jpg/v1/fill/w_147,h_83,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_fd4f83ac87a147a0b0040e032c007f4c~mv2.jpg)
![CP_Center_V1](https://static.wixstatic.com/media/c37414_d316649e1a5a433c90eea34d259b35c5~mv2.jpg/v1/fill/w_147,h_83,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_d316649e1a5a433c90eea34d259b35c5~mv2.jpg)
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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
![airblastPyroV2](https://static.wixstatic.com/media/c37414_a528b104a2354c05b8e27bfc106378f2~mv2.png/v1/fill/w_49,h_28,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_a528b104a2354c05b8e27bfc106378f2~mv2.png)
![RocketJumpV2](https://static.wixstatic.com/media/c37414_ce844bf3ca594846ba9ac71c4ec7b8a8~mv2.png/v1/fill/w_49,h_28,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_ce844bf3ca594846ba9ac71c4ec7b8a8~mv2.png)
![trickstabV2](https://static.wixstatic.com/media/c37414_f7ef39b4837d4955b775510db9d6f435~mv2.png/v1/fill/w_49,h_28,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_f7ef39b4837d4955b775510db9d6f435~mv2.png)
![airblastPyroV2](https://static.wixstatic.com/media/c37414_a528b104a2354c05b8e27bfc106378f2~mv2.png/v1/fill/w_49,h_28,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_a528b104a2354c05b8e27bfc106378f2~mv2.png)
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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
![CP_Side_V4](https://static.wixstatic.com/media/c37414_6a0a6d3c86ad465aa88ee3f5594c8741~mv2.jpg/v1/fill/w_147,h_83,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_6a0a6d3c86ad465aa88ee3f5594c8741~mv2.jpg)
![CP_Side_V3](https://static.wixstatic.com/media/c37414_08544cf57bc2424597ae5886ac5ac47b~mv2.jpg/v1/fill/w_147,h_83,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_08544cf57bc2424597ae5886ac5ac47b~mv2.jpg)
![CP_Side_V1](https://static.wixstatic.com/media/c37414_74a7492a063c4a02b2695a8ee180ddf0~mv2.jpg/v1/fill/w_147,h_83,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_74a7492a063c4a02b2695a8ee180ddf0~mv2.jpg)
![CP_Side_V4](https://static.wixstatic.com/media/c37414_6a0a6d3c86ad465aa88ee3f5594c8741~mv2.jpg/v1/fill/w_147,h_83,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_6a0a6d3c86ad465aa88ee3f5594c8741~mv2.jpg)
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The surrounding platforms allow Scouts to jump everywhere
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Open-areas help snipers
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The Heavy can defend/attack while protecting himself behind walls
![JumpScoutV2](https://static.wixstatic.com/media/c37414_e00f0ede851344a9a75e2b30b6700881~mv2.png/v1/fill/w_49,h_28,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_e00f0ede851344a9a75e2b30b6700881~mv2.png)
![SniperView](https://static.wixstatic.com/media/c37414_c8f555f33efa430e9fc95e064c63eb48~mv2.png/v1/fill/w_49,h_28,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_c8f555f33efa430e9fc95e064c63eb48~mv2.png)
![HeavyWall](https://static.wixstatic.com/media/c37414_73edbb4b87d34ccea6d3e84756a33aa5~mv2.png/v1/fill/w_49,h_28,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_73edbb4b87d34ccea6d3e84756a33aa5~mv2.png)
![JumpScoutV2](https://static.wixstatic.com/media/c37414_e00f0ede851344a9a75e2b30b6700881~mv2.png/v1/fill/w_49,h_28,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_e00f0ede851344a9a75e2b30b6700881~mv2.png)
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The last control points are asymmetrical fights, attackers have more access, but defenders are close
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Spawns are spaced to avoid spawnkill
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Fenders around the point are used to break the snipers’ line of sight.
![CP_First_V1](https://static.wixstatic.com/media/c37414_6f7e970ade8440a39250a43cf02cea79~mv2.jpg/v1/fill/w_147,h_83,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_6f7e970ade8440a39250a43cf02cea79~mv2.jpg)
![CP_First_V2](https://static.wixstatic.com/media/c37414_cb8d9b71501a4da4aff8f250b0033134~mv2.jpg/v1/fill/w_147,h_83,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_cb8d9b71501a4da4aff8f250b0033134~mv2.jpg)
![CP_First_V4](https://static.wixstatic.com/media/c37414_da2f48a1f2204d7ba2d3914b6d090907~mv2.jpg/v1/fill/w_147,h_83,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_da2f48a1f2204d7ba2d3914b6d090907~mv2.jpg)
![CP_First_V1](https://static.wixstatic.com/media/c37414_6f7e970ade8440a39250a43cf02cea79~mv2.jpg/v1/fill/w_147,h_83,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_6f7e970ade8440a39250a43cf02cea79~mv2.jpg)
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Walls protect:
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Engineers’ buildings their sentries
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Medics healing their mates
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Lateral axles help the Spies infiltrate the defences.
![EnginnerShooting](https://static.wixstatic.com/media/c37414_fa06dec2e96d4ff7808aa333e7975f8f~mv2.png/v1/fill/w_49,h_28,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_fa06dec2e96d4ff7808aa333e7975f8f~mv2.png)
![SpyStabV2](https://static.wixstatic.com/media/c37414_1776c8a29ba4478cbbc1431be3818a2d~mv2.png/v1/fill/w_49,h_28,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_1776c8a29ba4478cbbc1431be3818a2d~mv2.png)
![EnginnerShooting](https://static.wixstatic.com/media/c37414_fa06dec2e96d4ff7808aa333e7975f8f~mv2.png/v1/fill/w_49,h_28,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/c37414_fa06dec2e96d4ff7808aa333e7975f8f~mv2.png)
Playtesting
During the production, I made several playtests for improve the map
- They were made with around 12 players
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Based on 2 sessions of 1 hours 30 minutes on each game modes
You can find the documents below
![HeatmapCP.png](https://static.wixstatic.com/media/c37414_52bf692dbbc340e0b682895495cc56f0~mv2.png/v1/fill/w_120,h_71,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/HeatmapCP.png)
Control points heatmap
![HeatmapKOTH.png](https://static.wixstatic.com/media/c37414_10b535928ad24e87926e04c59d0cddd8~mv2.png/v1/fill/w_118,h_70,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/HeatmapKOTH.png)
KOTH