Tuesday, March 16, 2010

Crevice II: Paper Draft

About a month ago, I got a not-so-decaf decaf americano in the evening. With my unexpected awake time, I sketched a draft for a better version of Crevice. The basic layout of two facing forts connected by a ridge and catwalks has stayed the same, but the sequel boasts more space, more rooms, better objective centric planning and more aesthetics. Sadly, the more objective centric layout required a bit more linearity in the building interiors.

This side slice shows the general layout of the map. The pipe layout in the middle prevents quick crossing of the map, but still allows some possibility via a cramped perpendicular pipe. One of my favourite new aesthetics touches is the suspending glass hallway at the bottom of the map. This replaces the tunnel in the previous version as a lengthy covered route between the bases.



The floor plan for levels 3 and 4 focuses on the relationship between them. The lower floor contains the spawn, while the one above contains the flag. There is no quick route (except maybe an explosive jump) from the spawn to the flag, BUT newly spawned players can see the flag carrier through the glass ceiling. This means fresh spawns can not cut-off the runner immediately, but can still make an informed decision on where to cut-off the runner. While not in this picture, I was playing with the idea of adding a one-way entrance through the flag room's ceiling so that the flag room would have 2 entrances and 1 exit.



Don't expect to see much work on this map any time soon. I have lots of other work ahead of me before I return to TF2 mapping.

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