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About

Basic Information

TTT_Divided is a map being designed currently by one person. This map's purpose is to revolutionize the way TTT is played. This map is aimed at the players who are tired of the old "don't get shot" routine and instead want a twist on TTT. More maps like this will be made, and will probably be put into a playlist, map rotation, or collection of some sort.

 

We are currently in very early alpha. Feedback is always appreciated.

FAQs

 

What is TTT Divided?

This is hilarious. Have you seen the Home page?

 

Who is currently a part of this team?

Currently, the list is as follows:

Gamer Z - Lead designer

Ted Bundy - Official Beta Tester

Free Toy - Official Beta Tester

Baka_Gameing - Official Beta Tester

Kailesgaming - Official Beta Tester

GKT Alberta - Official Beta Tester

(PEGSG) Bot  Glad(D)os - Official Beta Tester

 

Map designer slot open.

 

How soon will this map be released to Steam Workshop?

This map will be released to Steam Workshop as soon as it's passed several personal checklists. This includes: All buildings in place, All textures, All skybox issues resolved, All entities functional, Decent spawns, and much more. The problem with releasing it too early to workshop is that the project may recieve downvotes for not being a finished product. Therefore, it is imperitive to get all unwanted content off the map and all wanted and promised content on. It will be a while until this project is put up on workshop.

 

What happens if there are not enough players?

Will the population of the server or the spawns mess up the gameplay of the map?

 

This map was meant to be played with at least 15 players (10 at the very least). I do believe that the map will be boring without this many players on which is why, when released, I will specifically state NOT to put this map into a 24/7 queue (at least, until I've made 3 TTT twist maps AT LEAST!). I recommend that instead of being a 24/7 map that it should only be occasionally played with a vote. People who are on the server a lot will know that the map will require a lot of people and will not vote for the map if there are not enough people present. Also, there's always !rtv in case some people leave and the population causes problems on the map.

 

When I was making this map, I came up with 3 very general scenarios that might happen depending on the amount of players on and on the spawns. Each of these scenarios have their own strategies and hinderances as well as difficulty. Each scenario will have tons of ways to win (or lose) as your role. 

 

A) The traitors will spawn on both sides of the map. This scenario will cause less pressure on the Traitors and more on the innocents because the traitors are abundant and could potentially win the game without the door opening (which means "NO HELP FROM UR FRIENDS BRO!") This scenario allows for a fast-paced gameplay experience that will happen commonly if there are more than about 25-30 people.

 

B) The traitors will spawn on only one side of the map with innocents as well. This will cause a bit more pressure on Traitors and just as much pressure as before on innocents (since they don't know who's a traitor. It could be anyone.). The only change to this scenario is that the traitors are pressured to kill to gain time and make the door open for overtime. This scenario allows for a medium paced, methodical gameplay that will require stealth and guile on the Traitors' part.

 

C) The traitors spawn on only one side of the map with no innocents. This may only happen once in every 2 times this map is played and can happen with any amount of players, but most commonly with less than 15 players. This may seem troublesome at first and may seem like a "delay" scenario, but I thought of that too. See, the purpose of this map was to get innocents and traitors alike to think outside the box. Well, with this scenario, the traitors will have to manipulate the other side into killing each other so that the time can increase into overtime causing the door to open. On the other hand, the innocents can be smart enough to know that the traitors are all on the other side and may wait till round end causing their victory (thus rewarding their logic and patience.) For the traitors to win, they will need to be cunning, witty, and decieve the innocents. This scenario allows for a very slow-paced, strategic gameplay for traitors.

 

The only reason the door won't open is if no one (even innos) make a kill, which means no one will be waiting in spectator (unless someone joins of course) for someone to win the round.

 

 

Is your question not answered? Head to the contact page to ask a question and have it put up here on the FAQs.

 

 

 

 

 

 

 

 

 

 

 

 

This site is managed by Gamer Z. Go to the Contact page in order to report any problems, glitches, errors, or missing images. 

 

The project at hand and this site are copyrighted by Gamer Z. Any reproduction, theft, or anauthorized publishing of any content made by the specific person who made this site and the content (Gamer Z) without written permission is strictly forbidden. This includes, but is not limited to, posting any content, however obtained, to Steam Workshop, claiming ownership, or modifying this content without the formal, written permission from Gamer Z. You, the reader, supporter, and otherwise user of this site, agree to these following terms by using this site and by viewing the content made by Gamer Z.

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