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JoshuaC's Map and Model Showcase

polycounter lvl 13
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JoshuaC polycounter lvl 13
Hey, I'm JoshuaC, I used to make maps, and have since moved on to models and characters. I figured I'd share some of the stuff I've worked on throughout the years.

First up, Arena Watchtower.

arena_watchtower_mini_b10004.jpg

My first real stab at a map for a multiplayer game. It's start was.. less than stellar, but I had an idea, and I gave it a shot.

Colosseum1.jpg

Open and way too big, I quickly got feedback that I basically needed to fill it in. I went to work adding substance to the map.

unnamedarenamap3.jpg
unnamedarenamap4.jpg
Untitled16.jpg
unnamedmap1.jpg

Finally, beta.

Watchtower4.jpg

I released the first version to a group of friends to play it, and quickly realized that a mechanic I had implemented to sound an alarm when the point was being capped, ended up messing with things. So I quickly fixed it and a few other issues and tossed out beta 2.

The general thought was the map was way too big. Scale was something I always struggled with when it came to making maps in TF2. So my solution? Literally cut the map up and stitch it back together.

arena_watchtower_1.jpg

The map instantly felt better. Quicker travel times, and it just had a better flow overall. It still had problems with snipers and sight lines, but after about 2 weeks of working on the map overall I called it quits and move on to something else till Valve eventually contacted me about including it with the game.

I'm gonna post more here, not entirely in chronological order, but I'll do my best to point out if something is older.

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  • JoshuaC
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    JoshuaC polycounter lvl 13
    Next up is KOTH_Tomb. After Watchtower I messed about for a bit with different maps here and there, but once Valve released the KOTH game mode, I knew I wanted to take a stab at making something for it.

    I can't recall what exactly inspired it at the time, but I was very fond on the Egypt them that another community mapper brought to the game, so I decided to work with that.

    koth_tomb_b20001.jpg
    koth_tomb_b20002.jpg
    koth_tomb_b20003.jpg

    Yet again I found myself struggling with scale. The map was once again big and open, but not entirely broken on the first release. I enjoyed the overall look of it, but made a map that just didn't play well.

    So I went back to the drawing board and started over from scratch.

    koth_tomb_b30000.jpg
    koth_tomb_b30001.jpg
    koth_tomb_b30002.jpg

    This version played much better. It had paths, sight lines, and a bit of vertical gameplay near the middle. It was still big however, and as much as I tried to reign it in, I eventually lost interest in mapping overall, and decided to shelve it. I tried to adapt it to a few different game modes, but nothing worked out in the end.
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