SHARP
Featured on TF2Maps.net
Fourth highest rated Mann vs Machine map on the Steam Workshop of all time
Built in the Source Hammer Editor
A feature playable map in Potato’s MvM event: Mashed Mediocrity & Potato’s MvM x Creators.TF event: Digital Directive
Team Project
My Roles: Project Lead, Level Design, Art-pass, Mission Design
Design Intent
Sharp is a Mann vs Machine map for Team Fortress 2. Sharp was originally created for the 72hr Jam, where you must create a map in 72 hours. After the jam, I continued iterating the map to get it in its finished state. Sharp went through several gameplay and art revamps throughout development.
Sharp is set in an autumn forest at the break of dawn. The design intent was to create layout with a strong reliance on verticality that allows for compact gameplay. Sharp has two separate paths that robots can go down, but each of the paths are close to each other separated by a distinct height difference allowing players to move between each path quickly. The two paths both display a distinct difference in how the gameplay flows allowing for a variety of playstyle depending on the path the robots choose.
For this project, I worked on the map by myself, both gameplay and the artpass. For the missions players would play on, I made one myself, as well as got the help from many community members to bring the other missions in the map.
Scroll down for Screenshots & Process
Process
Sharp was the first time I had to work under a time limit to get a functioning layout complete. Although the contest allowed for 72 hours, I only had 48 hours to finish the initial blockout. This tested my skill to make a good layout in a crunched environment. After the event, I continued the gameplay and art.
Most Mann vs Machine maps have their bomb paths separated on a horizontal axis, however Sharp was designed as a two-layer layout with the bomb paths stacked on top of each other. The two paths are extremely close to each other allowing for compact gameplay, however the height difference between the two are distinct to make each path feel unique.
TF2’s gameplay heavily leans towards interesting vertical gameplay with many classes that have high mobility options, allowing Sharp’s stacked layout to work well. For many of the non mobile classes, such as heavy, options needed to be added to get between the two paths. Many ramps and crates were already in the map for slower classes however due to the fast pace gameplay, a mobility option akin to that needed to be added. Jump pads were added into the map that allowed slower classes to travel between the paths and even giving mobile classes, such as Soldier, more ways to traverse the level.
In its initial stages, the map was too barebones. A lot of feedback was given from peers, with it I was able to iterate the level to create more interesting and engaging spaces. With each iteration I was able to make the level a more believable space and a fun area to play in.
The artpass for Sharp was an extremely rewarding yet difficult process and went through many iterations before its final look. The orange look the map has was inspired by many photographers Instagram pages. I took many as reference pictures and took a couple of my own when there was a similar look outside. The most difficult challenge for me was creating the “weenie” of this map, the large building near the center. I wanted this building to be the centerpiece players can orientate around the map and it went through the most changes visually. This is when gameplay and art started to clash with each other, the geometry this building had did not lend itself to wooden architecture. In its initial stages, this building was an industrial building, however extremely contrasted the forest feeling the rest of the map had. I had to rework many of the geometry and gameplay to better fit the map’s theme. Although both gameplay and art turned out better because of this rework, it taught be a valuable lesson to be more cautious of theme and architectural integrity when creating gameplay. The final product is a large wooden complex with more complex architecture. This acted nicely as the map’s landmark as it stood out from the rest of the buildings, but still fit nicely into the maps theme.
Learning Outcomes
Learned to create a blockout in a crunched environment
Find a good balance between gameplay and art without sacrificing the integrity of either
Research through reference photos and building blueprints to create a believable space, even in a stylized artstyle