Saturday, June 17, 2017

Unnamed.bsp

Unnamed.bsp
Unknown and Unnamed.
A QWTF Map!

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This map is an example of linear sprawling gone out of control. Back in the day I would rely on Top/Down view of the BSP level editor to design the layout of maps almost exclusevly. This means that they kinda ended up growing outwards inadvertently.

Central to the base is the resupply and spawn room. There is only one spawn room in the map and a resupply room in the basement. I liked the idea of a central teamspawn that would give quick access to any part of the base. I will probably try that again at some point.


 This map demonstrates well the default "2fort" style of TF map flow:

  • 3 ways into base
  • 2 ways into flag
  • 1 way out.
This is the basic standard of a TF map,  along with encounter points along each way it gives the defense a slight advantage.

 The basement is basically a series or hallways with the flag by a window where you can see the resting spot for the other flag. This was an idea I used again in Sentinel.