ctf_Anti – Team Fortress 2

A Team Fortress 2 Map designed in the Hammer Editor for Valve’s Source engine. This was one of my prototypes developed over the summer to brush up on my level design skills.

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My initial concept was a map that comprised of two distinct areas: a long, constricted hallway where a safe-minded player could take cover from opposing fire, and a wide open, “anything-goes” area where chaos would break loose. I wanted to emphasize the juxtaposition between these two segments to spread appeal  among support-minded players and offense-minded players.

Several blockouts of the map were created. With the help of playtests with friends and classmates at my University, I added numerous interactable objects, cover points, and flanking routes for variety and enjoyment.

The hallway was designed so that the player had to take a few left and right turns to get to the other end of the map, as it provided an opportunity to include powerups and not make the path directly straight. Alongside this, “holes” were cut into the wall that blocked the hallway from the open space to allow safe-minded players to participate in the fight in some manner, as well as jump down to the open space.

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What was initially a direct path to the intelligence turned into three different paths after playtesting: an alternate path to a player’s respective spawn area, a flanking route that leads to the center of the battlefield, and, of course, a path to the intelligence.

In brief, what was learned from the process of designing ctf_Anti was that open spaces need an extensive amount of interaction to keep players engaged, and that safe spaces need some open room for players to actually engage in the fight, alongside a path that isn’t perfectly straight.

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