HAMMERR!!111
Mapping is such a love/want to blow the computer up thing sometimes. I can be working on one area for what seems to be 40 minutes and notice it’s actually been 2 hours, I can find myself day after day seeming to be doing brushwork in the same area and realizing at the current pace I will be dead before the map is completed.
But them comes the “A-ha” moments that can really get the momentum and morale running high again.
Recently I have redesigned the second capture point which also happens to be Blu’s spawn for the first stage. Details are still being finalized but the majority of it has been fleshed out.
I have created a few things I would have not tried when I first started with the red base, such as stairs and pillars. And they created with such ease. I have used the arch tool to make curved corners. Things are getting done faster….
Blu Spawn
The Blu spawn is not as spacious as Red’s, and that is okay because Blu’s spawn in stage 3 is going to be quite the bachelor pad. But I was encouraged at the speed I started to put it together, realize a major change needed to occur and then split it up into two pieces and reassembled into a more compact and tactically interesting piece.
Also Blu’s base and area set up is going to be angled against the Hammer grid. Which basically means I am having to do the brushwork outside the map and once complete move it into Blu’s area and rotate it at an angle so it is facing the way it needs to.
This is something I would not have tried even a week ago.
But it has reason now so I am mapping this way.
But what makes it funny is one reason I redesigned the second capture point in the first place was because it was too complex. I redesigned it to be simpler but it has taken on a complexity about it all over again. This time the complexity justifies itself in terms of gameplay and design. Necessity trumps excessiveness.
Things on my mind-
This part of the map being relatively flat and open, the sniper is on my mind with every brush made. The sniper is my least played class, I don’t enjoy playing him much. And I hate sniperfest maps, but I am purposely mapping to make him at home in stage 1. But he will not be able to dominate the map. One thing I always found funny on 2fort is it seems snipers seem to always be playing a different game from the rest of the team. They are up in the battlements in their own scoped world. I do plan on crafting a piece of this for the second capture point. Snipers for both Red and Blu can have their showdowns here. Though they may be a bit dependant on engineers for sustainment. The sniper will continue to play a value role in the next two stages but by design I shouldn’t have to be as conscience of him to make sure he doesn’t have it too easy.
Engineer – sentries just don’t seem to have the range I think they do. And when it comes to slopes it seems to be even trickier. There may be some more work on the caves to suit you more. Alpha playtesting will tell. I look forward to seeing some formidable engie nests. I am setting up for a lovely spot at the bar with your name on it on the first capture point. I look forward to seeing a Level 3 Sentry protecting the CP with this little sign hanging above the wrench whacking Engie’s head.
Heavy- you’re the last piece of the puzzle as far as class mapping for the second capture point. I am concerned the drive to the second capture point leaves you too vulnerable. I’ll take care of you though. Don’t worry.