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TF2 - Overflow

Team Fortress 2 is a class based first person shooter for PC. You select one of 9 characters, each with their own unique kit, and fight the opposing team over a variety of map specific objectives. My map Overflow is a symmetrical King of The Hill map (KOTH). The objective of this map is a capture point located in the center of the map on a bridge suspended over a body of water. Both teams fight each other to maintain ownership of this objective until the timer runs out.

TopDown.png

Team Fortress 2 is a class based first person shooter for PC. You select one of 9 characters, each with their own unique kit, and fight the opposing team over a variety of map specific objectives. My map Overflow is a symmetrical King of The Hill map (KOTH). The objective of this map is a capture point located in the center of the map on a bridge suspended over a body of water. Both teams fight each other to maintain ownership of this objective until the timer runs out.
This original version of the map was created back in 2021 as a college project and I decided to rework/remake it because the original map had several design issues that made it look unprofessional and incomplete. 

Overflow's 2 biggest issues were it's scale and it's architecture not being inspired by any real world shapes or locales. This caused the level to become massive and filled with buildings that felt like they had no purpose. While players can still recognize the bridge and garage portions of the map, the rest of the spaces felt abstract and too large for a 16v16 KOTH game.

What inspired me to revisit this project was a recent trip to Japan (of all things). It was a rainy day in the streets of Shibuya and I had taken this video of the city's water collecting infrastructure and I was inspired by the deep canals funneling water from the streets and the deep body of collected running water to fix my old TF2 level.

The key elements I wanted to maintain between the 2 versions of this level were the bridge connecting the Red and Blue sides of the level, the body of water that players could be knocked into below the bridge, and the "urban" setting. The rainy streets of Shibuya, Tokyo easily fit itself to these restrictions so after a few rough sketches of the main areas of the map I got to iterating.

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