Map Commentary
mp_chambers
Conception:
The concept grew out of some experiments I was conducting at the time in which I was exploring new ways to change up the objective-based gameplay. Originally I had hoped to have one document-style objective that both teams would fight over. I quickly learned that was not possible due to scripting limitations. I then began to explore the next best thing: having two objectives stored in the same location. From there, I worked out ideas and templates for the general setting. It was dramatically different stylistically than anything else I had worked on, so my time spent with it was refreshing to say the least.
Construction:
Mp_chambers and mp_badpub were built simultaneously, the latter taking precedence over this one. I have found that a good way to cope with creator's block and still attempt to be half-way productive is to juggle projects. Chambers served as a small distraction when I ran into building fatigue with mp_badpub. As a result, it received much less attention in terms of aesthetics.
The layout was deliberately designed so that the only way to guarantee success was to travel as a team in large groups. Due to the length of the distance from the spawns to the objectives, the importance of having a well-diversified team becomes paramount. Said teams that make it to the objective are meant to feel very cut off from any team members that respawn, forcing them to rely solely on their current resources.
Since both objectives are stored in the same location, it was important that both teams have an equal opportunity to enter the temple at the same time. To ensure this, the top-side area is symmetrical and does not deviate until inside the temple. Only after a team has gained entrance to the temple does the map offer a choice to the player.
I find that simplicity in layout design is almost always the best approach. Most of my maps use the same basic setup where the offensive team (in this case both) are given two possible paths to traverse. One route is quicker, but proves to be more dangerous in the event of an enemy encounter. The second takes longer since it it mostly submerged in water. However, due to the inability to use standard weapons, teams have to rely on grenades that allow for a longer time to react to enemy attacks.
The initial first-contact encounter at the top of the temple usually results in one team becoming offensive, and the other becoming defensive. Eventually they may trade off depending upon which team has claimed their objective. Since both need to be taken to the altar near the top of the temple, the defending team is tasked with predicting which path the offensive objective carrier has chosen.
Had I of invested more time into this project, I might have included a number of primitive traps for the players to try to avoid. My lack of scripting knowledge and time-investment prohibited that, so the only traps in mp_chambers are two breakaway floors. If I ever make another project similar to this one, those ideas might be explored in greater detail.
Reception:
Strangely enough, this map ended up performing much better than mp_badpub, both in terms of playability and overall enjoyment. I have often stated how difficult it is to predict how players will utilize the game space without proper play testing (a luxury I have never enjoyed). When the designer ends up accurately predicting how players interact with the environment, it can be infinitely rewarding. Mp_chambers proved to be as such. The only two major flaws in it's design are the lack of aesthetical detail and inability to accommodate a small number of players. Even though the map was created and released in approximately two weeks, it remains one of my finest creations in terms of layout design and team balancing.