Payload Ravine (PL-ravine)
A Team Fortress 2 custom map by Richard Warner
Name: Payload Ravine (PL-ravine)Mode: Team Fortress 2 - Payload
Players: The level is designed a certain number of players as to not crowd the bridges that exist. Max 20 and/or 10 each side.
About:
I am a recent graduate of a BA Hons in Games Design and this level has been in the back of my mind for the past couple of years now. I conceptualized it a few years back on a sleepy summer’s day and have never had the time to anything about it. Since then I have now learnt to how illustrate my ideas better, both on word and through illustration. Whilst I’m not an artist, I can design the hell out a level more quickly. I believe there is a place in TF2 for map like this that can show off a Chasm of Terror.
Summary:
The level is based in a deep gorge surrounded high brown rock and a bright clear blue sky. This gives off a desert feel of the environment that suits well with TF2’s brown rocky colour palette.
The level itself is long and high filled with rocks, water and basic plant life. The Blu’s base is dug into the rocks wall to give a sense of it being impenetrable against forces; that design is about to be tested with Red’s objective where they will escort the bomb to Blu’s generators for detonation.
The rockery also contains pathways that allow players to go down to the waters level and discover passages that lead to the base itself. Enshrouded in little light these passages are illuminated by red spot lights as you would find in a mine along with finding wooden planks hold up the walls where getting closer to the enemy base will they start to see a more concrete structure unfold.
Story:
Whilst BLU were transporting a new highly explosive device through the canyon, Red learnt of this new technology. Many spies died gathering the information as to where and when the bomb would be moved and how it was to be carried; determined to stop BLU in their tracks, Red hi-jacked the train shortly after its departure from the BLU base.
Rather than steal/destroy the device there and then, Red’s new plan was to use the bomb against Blu and stop them once and for all. The level begins in the tunnel where the train was stopped where players will leave behind a smouldering train carriage where the bomb once was.
Objective:
RED must escort the bomb back up the gorge to the heart of Blu’s base. They will be encountering a wide open field of view that allows snipers to pick off targets easily so Red’s must move quickly in order to avoid early bloodshed. This can allow for red medics to uber Snipers for a change as they will also have the same scope to take on these targets.
BLU must stop Red from advancing through the stage at all costs; the level is open for larger projectiles to reach the tunnel when Red players emerge. Soldiers can send a barrage of rockets towards the tunnel before the gate is open and can allow them to gain phat air from rocket jumps.
Concepts and proposed level layout:
Above: Basic level layout through its inception (BWWAAAAAAAAAAN)
Dev notes:
- On wall face, have it so if a player is able to rocket jump, have meter height counters for comedy value.
- Water physics are needing to be looked at, waterfalls, rocks in the flow, etc etc.