Greetings~ I've been playing TTT for quite some time. I think its high time I made a map for my fav TTT server. I got the idea for the geometry of a map after having a few dreams and writing them down. The themes is, HEIGHT and WATER, situated in a rustic, industrial environment. Both water and heights represent danger, one from drowning, the other from falling. In that regard, let me show some WIPs. Pretty much everything here can/will be changed, so any feedback is appreciated~ This is the overhead for reference. I'm 2/3 done with a general layout that makes the map big enough. Still there's gona be a lot of changes. Let's start from the far right of the map. This is my proposed starting point, save of just dispernsing players around the map. There will be a T tester in the platform near the water. There's also a balcony above if you can see it. This is the balcony. The glass is added at this point because I'm afraid Ts will just nade the people below. The hole is so that people can fall down, but I'm thinking of changing that. Beneath this, there's basically two stairways that lead up here and to the rest of the map. The idea is, anybody who tries to nade will be either seen, and/or if they try to run away after nading, they won't have enough time to escape. Still WIP tho. This is the area that connects the balcony/beach with the rest of the map. On the ground floor there are two entrances, the one closer to the camera being the balcony/beach entry way. The glass hall is actually above the hall as you can see. This is the second proposed place where players spawn. The entrance in the far is the balcony/beach entry. And this is the hub where it leads. A few notes: 1. The stairs lead to the glass hallway above, which leads to another part of the map. 2. The hole in the ground is supposed to be the world's shittiest nuclear reactor. It's also a T trap. There's gona be a brush you can walk on, a transparent metal fence texture, the ones you can see through. 45 Seconds in the map, T's will be able to activate a Trap. The transparent wire metal brush will break, and players will fall down on the nuclear reactor water (The brown in the hole). They will take damage if that happens. But there's also a small platform in the middle. If players fall into that, they will not take damage from the water. There's a small entrance too that will lead back to the map. 3. The far-right entrance leads to an unfinished part of the map. 4. There's an entrance in the top-center-left, which leads too Here~ there's quite a bit of verticality, I'm thinking of changing this, as it was the first area I worked on, and I didn't add the bridge I wanted. It still WIP, even tho there's multiple good entrances/exits. On the right of this area, there's these two entrances. The bottom one leads to a flooded basement with a bridge (Unfinished) as well as where you get back into the main map if you fall in the reactor trap. Above leads to: Here! Getting a bit rough. Also take note of the angle I did a complete 180 with the camera, the entrance right in front leading back to the previous 3 pics. The ramp leads to two small rooms above. The area beneath the ramp leads too: This weird area. This will probably get cut, but I was thinking that there would be a part of the industrial map where old buildings are perserved. There's also a bridge, that will be accessible only to Ts at the moment. Getting back, this is the area right at the back. There will be three levels, three apartments, from which players can jump down. Bottom will be the basement, middle the areas I showed before, the top one probably a T room. Final showcase for today. Different levels again, watch out for heights. I closed off the top levels to discourage sniping. There's also going to be a smaller area beneath where the water is. This is the area the glass hallway in the middle of the map leads to. There's also going to be a hole where you can fall to the basement, as well as an entrance to another part of the map. --- That's all for now, I'd appreciate any feedback, even this early in development. I'll be aiming for a playbull version by 0.3, even just a rough untextured one. The general plan is as follows: 0.2: Rough sketching and major experiments with the map layout. 0.3: First version that can be playtested. 0.4: Finish with major revisions, cut it down to small layout changes. 0.5: Lighting, try to make the map as readable as it can be. 0.6: Start adding and playing with T traps/T room locations, as well as T tester. 0.7: Texturing and adding models. 0.8: Lighting aesthetics. Try to make optimize with minimal lighting. 0.9: Optimization and reducing/simplifying details as much as possible. 1.0: First finished version! Revise all of the steps starting with 0.5, And onwards.