Thursday, July 26, 2012

Turtle Bay

Turtle Bay is variation on a TF2 map I've wanted to develop for quite some time. Basically, it's a map that's a little more dynamic and exciting in the way new paths open up and such. For now, I think Special Delivery or CTF would be the best game modes to express it.

Thematically, it's meant to be the factory where the Engineer manufactures his weapons. Now obviously, he designs all the buildings, and he builds them in the field. Video games tend to use visual shorthand to convey actions: the engineer hitting his sentry with a wrench isn't really him fixing it by dumbly bludgeoning it, it's meant to subtly convey the act of repairing a building. In the same vein, you might expect that the automated build process stands in for a complicated deployment stage where a team of engineers painstakingly assemble a sentry like an IKEA bookshelf, but I prefer to interpret the automated deployment literally.

If that's the case, then the Engineer must have a facility that exists to supply him with those toolboxes, where he keeps the workshop seen in The Engineer Teaser and tests out elaborate weapons. I also thought it could double as an experimental weapons laboratory for a Mann Co competitor.

The Map's Gameplay Aesthetic

First of all, the Intel points in Turtle Bay are different than other maps (where they are the same). The intel is located near a pick-up truck with its bed full of suitcases. The potential problem, obviously, is that a bed full of intel briefcases might confuse players entering the intel room, so a spotlight would shine on the truck while the intel is there, and go off while the "active" intel is gone. If this proves to be too confusing the intel pickup could be altered to a single briefcase, with the truck moved out-of-bounds.


There are then three drop-off zones, themed around different rewards for intel and showcasing a large engineer weapon that supplies the reward. Get three caps in any zone to win--or mix and match! The first Zone might be the Critical Hits zone, where a generator-sized object that looks like an engineer building crossed with the kritzkrieg and a fire hydrant lives. Supply it with Australium to get crits for ten seconds. Although each dropoff zone is different, ideally one would be my long-lost Intel Repository, with its huge stack of briefcases. Awesome, right?

Other zone ideas:
New spawn areas

New Paths
-- moving a train to complete a hallway
--blowing up a wall
--rising elevator platform
--drain/flood section of map

Map-hazard special sentry guns
--fire
--ceiling mounted
--aerial bombardment
--electricity pylons

Grants access to "bonus zones"
--vending machine with candy bar healthkit
--access to additional ammo or health

Deactivates enemy map bonuses?


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