2v2, Red versus Blue, Live and Uncensored for your viewing pleasure
So the last ultiduo project I worked on was Ultiduo_lookout, and after UGC seemed to enjoy it, it inspired me to continue working on a map I've had floating on my hard drive for a good few years.
Welcome to Ultiduo_Champions
A stadium-themed 90-degree Mirrored 2v2 map.
TF2Maps link you'll find Right Here
Here are some screenshots, just in case
Overview(BLU)
Mid
Top-down
Champions is supposed to feel like a tournament, so I kind of wanted a lot of it to feel like a stage of some sort with spotlights, crowds cheering in the distance, winner's podium, etc. Obviously that's all detail for later. The focus for now is gameplay.
I wanted a lot of tall structures so soldiers could get creative with their movement. I also wanted the point to feel a bit like a spire, complete with Ammo Pit™. I also thought it would be fun for a sort of "Tallahassee Shuffle" around the two pillars near the back so the medic has cover and something to play around.
So far as I'm looking at it now there are a few things that might be an issue, the first is scale. I'm still not that familiar with how big ultiduo maps should be, it seems to be really dependent on how easy it is to actually get to mid, but since scale is more felt than it is calculated, I'm afraid that's only something testing will solve. The other issue is the cap time - previous iterations have called it too slow, then after that it was too fast, I still have yet to find a sweet spot.
What do you think? Any and all feedback is unbelievably appreciated.
Love you all
- Twinmill
[i]2v2, Red versus Blue, Live and Uncensored for your viewing pleasure[/i]
So the last ultiduo project I worked on was [url=https://www.teamfortress.tv/43789/ult-lookout]Ultiduo_lookout[/url], and after UGC seemed to enjoy it, it inspired me to continue working on a map I've had floating on my hard drive for a good few years.
[b]Welcome to Ultiduo_Champions[/b]
A stadium-themed 90-degree Mirrored 2v2 map.
TF2Maps link you'll find [url=https://tf2maps.net/downloads/champions.7607/]Right Here[/url]
Here are some screenshots, just in case
[url=https://tf2maps.net/attachments/20220306130420_1-jpg.169715/]Overview(BLU)[/url]
[url=https://tf2maps.net/attachments/20220306130319_1-jpg.169716/]Mid[/url]
[url=https://tf2maps.net/attachments/20220306130406_1-jpg.169714/]Top-down[/url]
Champions is supposed to feel like a tournament, so I kind of wanted a lot of it to feel like a stage of some sort with spotlights, crowds cheering in the distance, winner's podium, etc. Obviously that's all detail for later. The focus for now is gameplay.
I wanted a lot of tall structures so soldiers could get creative with their movement. I also wanted the point to feel a bit like a spire, complete with Ammo Pit™. I also thought it would be fun for a sort of "Tallahassee Shuffle" around the two pillars near the back so the medic has cover and something to play around.
So far as I'm looking at it now there are a few things that might be an issue, the first is scale. I'm still not [i]that[/i] familiar with how big ultiduo maps should be, it seems to be really dependent on how easy it is to actually [i]get[/i] to mid, but since scale is more felt than it is calculated, I'm afraid that's only something testing will solve. The other issue is the cap time - previous iterations have called it too slow, then after that it was too fast, I still have yet to find a sweet spot.
What do you think? Any and all feedback is unbelievably appreciated.
[b]Love you all[/b]
- Twinmill
Would be a upgrade over playing seclusion in the rotation if this was added.
Would be a upgrade over playing seclusion in the rotation if this was added.
I look forward to this map getting polished up and finalized. Seems like a really promising addition to the Ultiduo mappool.
I look forward to this map getting polished up and finalized. Seems like a really promising addition to the Ultiduo mappool.
Ultiduo Champions had at last a few rounds of testing, so I felt confident enough to just make a few adjustments. They are as follows:
Cap point corners:
The capture point had corners on either side and because of the way it was on a slope, it was really easy to just walk up to the point and avoid a lot of splash damage - it made people walking up to the point very hard to hit. I made the point circular and lowered it, while also adding a small railing to push players away from hugging the base.
The big wall things:
initially there was a big diagonal wall in front of spawn. I removed about half of that wall and lowered it so you can just straight from spawn to the point. Verdict's still out if this was a good idea at all but I suppose we'll see.
Cap time:
Decreased from 12 seconds to ten.
Health and ammo:
Added a bit of high ground near the back to balance out he center point and the pillars on either side, plus kept the small ammo pack on it. I moved the health a bit more forward and put it on the platform closer to the point, so the medic as they are running away can grab it if things go south.
Minor bug changes and fixes
https://tf2maps.net/downloads/champions.7607/updates
Here's an image!
[b]Ultiduo Champions[/b] had at last a few rounds of testing, so I felt confident enough to just make a few adjustments. They are as follows:
[b]Cap point corners:[/b]
The capture point had corners on either side and because of the way it was on a slope, it was really easy to just walk up to the point and avoid a lot of splash damage - it made people walking up to the point very hard to hit. I made the point circular and lowered it, while also adding a small railing to push players away from hugging the base.
[b]The big wall things:[/b]
initially there was a big diagonal wall in front of spawn. I removed about half of that wall and lowered it so you can just straight from spawn to the point. Verdict's still out if this was a good idea at all but I suppose we'll see.
[b]Cap time:[/b]
Decreased from 12 seconds to ten.
[b]Health and ammo:[/b]
Added a bit of high ground near the back to balance out he center point and the pillars on either side, plus kept the small ammo pack on it. I moved the health a bit more forward and put it on the platform closer to the point, so the medic as they are running away can grab it if things go south.
[b]Minor bug changes and fixes[/b]
https://tf2maps.net/downloads/champions.7607/updates
Here's an[url=https://tf2maps.net/attachments/20220520152936_1-jpg.174278/] image![/url]