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shu09
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Shugi @shu09

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TF2 Ulitrio Map: part 1

Posted by shu09 - June 25th, 2023


Part 1: versions alpha 1 and alpha 2


First, let me explain what Ultitrio is and how the maps are usually designed around the game mode. Ultitrio is a custom TF2 game mode made by Coolstuff that is built off Ultiduo. In Ultitrio, 2 teams with each a scout, soldier, and medic fight for control of the point like king of the hill. The maps are usually smaller than average to support 6 player combat and offer an additional option to engage your opponent through the use of teleporters. Ultiduo is basically the same but the teams consist of a soldier and medic instead, which to me isn't as fun as the addition of a scout on each team. As a beginner map maker inspired by the TF2 and Ultitrio community, I felt I had to make a map, and so here it is!

Just for clarity, the text will be for the 3 images above it.


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Here is Ultitrio_altar_a1! This is actually my second map I have made for TF2, with the first map being a test and getting used to all the tools in Hammer. I didn't have an exact idea for the map until I began to get some feedback on it, but I wanted to make it a bit different from the traditional Ultitrio maps designs, such as including weird tunnels and ledges, a lot of stuff to jump on, and a medium health pack. (Although this has changed too as development goes on)


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And here is the second alpha version. In this version, I got some great feedback from Coolstuff on how to make the map better and some changes I did were adding a teleporter and adjusting where the high ground space was. Teleporter exits in Ultitrio maps usually send you far away from the spawn and point, but I am trying to incorporate them as risky flank routes to get an edge over the opponent. My theory is that this will keep players focused on more than one area of the map. I also moved the high ground to be primarily on the red/blu ramp so players have to weigh their options on whether to engage players capturing the point to stop the cap, or to play on the high ground away from the point to push the other team off. Lastly, I included windows so players could see out and plan their next move, which is one of the core gameplay features Ultitrio encourages.


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