I used to play on the tf2 maps server quite a bit about a year(I think) ago and only recently got back to tf2/mapping I've worked quite a bit on maps now but this is the first I have put onto the internet in anyway, mostly since I feel like I have a idea/overall goal that I want it to be with this one although it's at an early state at the moment, I'll mostly be writing about what I want the map to eventually be/the idea behind certain area's so you can see where I'm going with things and since it's probably going to need alot of tweaking.
General idea/hopes of the map:
The main goal I wanted to make when I started was a map that is fun to move around with lots of different routes and with quite an open feeling to it (apart from the top of the main building), climbing up on sheds and buildings to get onto rooftops to try to get above or go a different route or to move down to the lower parts to pickup health and ammo.
Another big thing is since the map will have alot of routes and such I tried to make the factory where the cap is quite open to encourage the use of all the areas. So that's the other main thing to not have too much that ends up being useless if you can just stick to one or 2 specific areas and you aren't encouraged to go elsewhere.
This map has mostly just been throwing ideas together to see what works so I'll write a bit more about some of the stranger parts of the map which may need changing.
Unorthadox features of the map:
Race track (with a ring of fire?):
There is a spikerobot and a flaming robot racing around the track to avoid. There is also a ring that you can get a huge health/ammo pack from going into, it was originally a ring of fire since I had the idea of it being a dangerous way of getting health from rocket/sticky jumping through it but I got rid of the fire so that you can more easily move around there, possibly a thing to bring back.
There's a tower as a part of each spawn that shoots you out of it. Some of the things that I focused on with it is that you can't have too much of an effect on what's happening at the control point and it's more for a way to get out/to position yourself somewhere or try things with playing a class that usually cannot parachute (the parachute wears off but that should hopefully only come into effect if you're trying to keep the parachute going with rocket/sticky jumping). I think it may be best if it wasn't too strong of a thing, like if everyone was just using that then everyone just skipping a chunk of the map everytime may not be so good.
The ring of fire will likely have to have the bots removed and the parachute removed entirely but I thought to leave it as is for now to see if it could potentially work.
Poison/instakill fall zones:
The main reason for that was to make what would have been the really safe routes to the point a bit more dangerous, like the main broken up bridge. So that there is a small bit of danger from taking the only flat route all the way to the point. Also to hopefully help with the open feeling of the map since instead of walls closing you off you can move above where the poisoned bits are.
Please do leave a reply if you have any feedback.