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What map would you want?
If I do decide to make a new map I want to make one that's gonna be used so I want interest now.
What style of map would everyone want? This is going to be TDM because I can't be arsed to script Objectives again. I'll be frank, the more votes I get here the more likely I'll make a map. |
Something not too dissimilar to Stalingrad would be cool. Enclosed like that, but not a carbon copy
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something that might be cool is like a ww1 mp, 2 trenches with a few mg 42's locted around, iyou would probly have to work as a team to get over no mans land & into the other teams trench because their would probly be people on the mg's who would just mow one person down. if done right it would be a good map, also you would have to place a lot of landmines & artillery comeing in evil:
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[quote="Sargent_Scrotum":d2606]something that might be cool is like a ww1 mp, 2 trenches with a few mg 42's locted around, iyou would probly have to work as a team to get over no mans land & into the other teams trench because their would probly be people on the mg's who would just mow one person down. if done right it would be a good map, also you would have to place a lot of landmines & artillery comeing in evil:[/quote:d2606]
Only one downside to a map like that is that it's been done to death already. Plus I'll never include MG42s in my map because of the sniper rifle. It simply counters any MG42 as a tactical option so most players won't bother using it anyway. Teamwork is something I want to include, however, as you say. It is hard to do that intentionally in MOHrad, though. When I designed xfire (full version) I intened for the back room (with couch and 3 health bottles) to be the defensive focal point because it had those 3 health bottles. It turned out that the roof became the focal point however, due to the fact that it had the least entry/exit points (only 3). When I made xfire I did so with these points in my mind at all times: 1) No dead ends 2) Connectivity (Each area has more than one entry point) 3) Functionality (No areas that are redundant and rarely used - one reason I deleted the loading bay from TDM in xfire) 4) Performance (High FPS counts) The way I see it is if you stick to those 4 rules and make the map look decent then the players will add the teamwork aspect themselves, whether you want it or not. Rest assured that if the votes point me to the right options (outside, bunker etc) then I'll add trenches. I just don't want to make the trenches the focus of the map, that's been done before and never worked. Can anyone give feedback on this question, please... Do you like the inclusion of health bottles, providing they are used sparingly and placed in relavent places? |
that sounds intersting but I realy like town fighting sort of like remigan where you can go into the buldings with porto mg42s and snipers with stgs is realy fun and fast pace
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Please stick to the topic, Noctis biggrin:
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Just being a helpful and steady guide, my friend.
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Was just teasing, mate evil:
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v2 night time
I think it would be great if someone turned V2 Rocket Facility or the Hunt into a night time map... it would be a lot of fun... what do you think?
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Re: v2 night time
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I prefer to create original maps so any original ideas would be considered. |
I and many other snopers in the game have been dying for a Hedgerows map, with the stands in the trees and such. That would be awesome.
As far as urban, a larger more extensive Stalingrad map would be great. |
[quote="Jedi Marksman":a8a6d]I and many other snopers in the game have been dying for a Hedgerows map, with the stands in the trees and such. That would be awesome.
As far as urban, a larger more extensive Stalingrad map would be great.[/quote:a8a6d] "I and many other snipers", I meant to say. ARGH, EDIT Where art thou? |
no ideas, but i love the close quarters combat...City map with places on highg for snipers to spot for ground assault team...i loved x-fire and it was still running on AAN last time i smurfed there. If you need someone to test it Ydiss juts let me know all Ill load it up on aM server for a "private" testing session.
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no fuckin edit!!!! cry: oOo: hake:
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Id like to see a more "non sniper" friendly version of omaha if thats possible. Snipers really dominated most of that map, team mates sat on the beach sniping more concerned with their frag count than actually helping the team complete the objective. oOo:
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I voted city/village (I like rifle), but like in-doors as well (whoring around with the smg can be serious fun on occasion, evil: ). A map with some of both would be nice.
First: - My favourite map is Crossroads. That is because everybody can use his or her favourite weapon there (except for rockets/shotguns, which should be disabled). It offers enough cover to locate and kill (camping) snipers; but sniping is still possible. It is suited for instant rambo-action as well as teamwork. It is both in-doors as well as city/village. - Destroyed Village is not such a good example of a city/village, It favours snipers too much in my opinion. - I also like the instant-action maps like Stalingrad/Southern France/V2 (although V2 is not such a good example of an instant-action map, since it's OBJ). About maps: TDM: I think the main trick is to design a map that is balanced. What do I mean with balanced? The more balance there is in a map, the less 'clashes' between teams/groups of players occur at the same location. Consider for example Unterseite/Bazaar (SH). It is very difficult to get around the 'clash-point'. The fighting is highly concentrated on one location; I think anyone who has played on these maps knows what I mean, leaving aside the question whether you like that, or not. For me, the lack of balance in the maps is one of the main reasons I don't like SH. Good examples of balanced maps are almost all original MoHAA (TDM) maps, whereas most Spearhead maps are not (Unterseite/Bazaar/Brest/Verschneit). Stadt and Gewitter are quite nice. OBJ: V2 rocks, there should've been more maps like V2 in MoHAA. It has action and balance in it. Dyed-In-The-Wool snipers might not like it though (?). The hunt and The Bridge are fine. Omaha is...almost TDM. In general: Maps that favour camping too much suck (stating the obvious). I am aware of the fact that some people might say Crossroads favours camping (snipers). Yes, it does to some extent. But not that much; it is not that difficult to hunt them down. Maps with crates/trees/barrels/rocks/vehicles/stairways and what not all over the place do favour camping. A lot of comments coming from someone who has never developed his own map, I realize that, but I don't have the time (nor the skill, at the moment) to make my own map. Otherwise I would. I think it will not be easy to satisfy a large group of players, but maybe that isn't your objective. I also think that developing a map that yields nice gameplay will take a lot of time and improvements over time. Good luck with that! |
[quote="Jedi Marksman":dc501]I and many other snopers in the game have been dying for a Hedgerows map, with the stands in the trees and such. That would be awesome.
As far as urban, a larger more extensive Stalingrad map would be great.[/quote:dc501] This would come under outdoors fields forest etc. I actually had an objective map planned along the lines you refer to, a central forest surrounded by farmland and fields, all segregated by hedgerows and sparse copses of trees. Located around this would be 2 or three collections of buildings and a derelict train station and track along the southern edge. The fog would be marginal to ensure snipers have a good time but the land would be arranged in such a way that they would not be able to dominate, except in particular areas. If the outdoors option gets the most votes this will be my blueprint. As for a larger Stalingrad... This would be really easy to make, would probably take me 2-3 weeks or so. Keep the ideas coming. Once I got the style of map sorted I'll then do a poll asking for the texture theme. |
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But to reduce sniper effectiveness would be really hard. Only viable way would be to make the beach and MG42 bunkers out of visual range of eachother (either by fog or distance). If you do that you will automatically remove the realism of the map as the boats were clearly visible to the MG42s on that day. I'd gladly create a storming the beach map that was not historically correct and I'd be able to make it balanced but I couldn't recreate Omaha to make snipers ineffective without butchering the original concept. The thing is, on D-Day, not everyone was armed with a sniper rifle. |
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Ydiss, I was also thinking. . .how about a map along the lines of the fictional town of Ramelle in SPR, with the bridge and the clock tower. Sort of like the town in AA where you have to snipe the soldiers to keep them from reaching the detonator to blow up the bridge.
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[quote:d165a]- Destroyed Village is not such a good example of a city/village, It favours snipers too much in my opinion.[/quote:d165a] No sniper has ever beaten me on this map unless they were an exceptional one. And I do mean exceptional. It's not suited to snipers at all, in my opinion. Rifles and SMGS own this map. Only time this is not the case is when there are too many snipers, in which case it can be difficult to navigate, but still I love this map. [quote:d165a]TDM: I think the main trick is to design a map that is balanced. What do I mean with balanced? The more balance there is in a map, the less 'clashes' between teams/groups of players occur at the same location. Consider for example Unterseite/Bazaar (SH). It is very difficult to get around the 'clash-point'. The fighting is highly concentrated on one location; I think anyone who has played on these maps knows what I mean, leaving aside the question whether you like that, or not. For me, the lack of balance in the maps is one of the main reasons I don't like SH.[/quote:d165a] Again I agree. I always make maps based on avoiding this. Choke points ruin a map, in my opinion. There should always be another way around that is balanced. That is, if it's a better cover route then it should be longer than the other way which offers less cover but is a more direct way. [quote:d165a]A lot of comments coming from someone who has never developed his own map, I realize that, but I don't have the time (nor the skill, at the moment) to make my own map. Otherwise I would.[/quote:d165a] You play the game so are very qualified to add suggestions. [quote:d165a]I think it will not be easy to satisfy a large group of players, but maybe that isn't your objective. [/quote:d165a] Actually, it is, hehe. A map needs aspects that appeal to as many differing styles of play as possible, without being too cluttered or too sparse. If you haven't already, try DLing my map Crossfire Courtyard - Sabotage (it's 4 maps in one pk3, each a variation of the same map). That will show you how I approach map-making. Whatever I make now will be different from that in style and theme but not in principal. |
Other - You owe me 1 Glass House Map!!! biggrin:
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[quote="Jedi Marksman":03f3e]Ydiss, I was also thinking. . .how about a map along the lines of the fictional town of Ramelle in SPR, with the bridge and the clock tower. Sort of like the town in AA where you have to snipe the soldiers to keep them from reaching the detonator to blow up the bridge.[/quote:03f3e]
This has been done really in The Bridge, although not quite the same. Also, SH has this very map already converted to MP (Brest), minus the bridge, of course. I do want to cater more for snipers this time (xfire is not a sniper map at all and I wanted that) but I don't want to make it too much of a sniper map, if possible. I may design a map based on that fictional town, but just without the bridge, though. Whatever I do it will be a virtical map, so it will make full use of all 3 dimensions (so, you have to look up and down and not just left and right). Hell, if anyone can post pictures of ideas that'd be really cool. I would have no problem with basing a map on an historical site, if I have enough research on it. You might all be surprised to know that xfire originated from a Half-Life DM map! The central courtyard's structure and pathing is based exactly on a map called Scary_2, although the rest of the map is definitely mine. |
[quote="Bazooka_Joe":517a9]Other - You owe me 1 Glass House Map!!! biggrin:[/quote:517a9]
If I can add a greenhouse in there, I will. I'll even make it possible to break each and every pane individually. biggrin: |
I'm definitely more partial to indoor maps since my FPS doesn't get slaughtered.
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What system do you have, Zoner (don't be embarrased, I had a duron 700 until just recently). I only ask because, if I do start this map, I'd like to have someone with lower specs playtest it along the way to tell me where FPS goes up so I can make this map cater for all players.
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About Destroyed Village:
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As far as textures go, maps with bright colours (Southern France, Remagen) are nice. Green is nice (as in trees/bushes). What I also like about Crossroads is the windows. May sound strange, but I really like the sound of breaking windows while playing. Adds...ambience is the word that comes close to what I mean. But I guess these are details of future concern. |
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40-odd windows, each with 4 panes, each pane individually modelled and scripted to break, each one with a slightly different texture to the last. It took me weeks just to do the windows for xfire. I wonder who holds the record for "Shortest time to blow all windows out" on my map? biggrin: |
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I just downloaded it, on a reconnaissance mission now... |
Cool, the one you want to look at really would be CrossfireCourtyard TDM (dmxfire)
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If not, I can always try to set the first record, biggrin: |
Right! I've drawn out a basic blueprint for a map based on the current winning poll option (City/Town/Village).
If I get enough votes (and subsequently, interest) over the next two days I'll call a vote for the theme and start mapping at the weekend. If the winning vote changes I'll just change what I've already mapped out on paper to fit the most wanted style. |
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SWOON! |
[quote="MR. SPECIAL ED":397ab]
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SWOON![/quote:397ab] Its as bad in spearhead, using the smoke grenades is pretty funny, you lob a smoke grenade around a corner and its like all the automatic weapons on the opposing team are focused on the smoke, generally a few hundred rounds gets blasted its way in a matter of seconds. |
Close in vertical map with dynamic spawns. A map that discourages snipers, but not necessarily rifles. The spawns are all important. Dont have allies over here and axis on the other side. Stalingrad does a great job with the spawns and s.frnace to a lessor degree. Remingen does a terrible job. and dv is so-so.
There is a map called dead-end that I like a bunch. Tight vertical map, but too dark. Constant action. |
Well, it has a figure-o-eight road, with the central part bridged. There is a park, monument, library, bar, florist, butchers, grocers, town hall, hotel with car park and a few other houses. All will be accessable, although some less than others. Each building will have 2-3 floors.
Xfire was very detailed and concentrated. This map will be just as detailed (so no empty box-shaped rooms) but spread out a little more. Think The Bridge/Crossroads but more width, a little more detail and complexity and without sewers (no one uses them in TDM anyway - they're always empty on every TDM map that has them). It's ready to map, except I want more votes to make sure there's enough people interested. 15 aint near enough, sorry biggrin: |
[quote:21cdc]Its as bad in spearhead, using the smoke grenades is pretty funny, you lob a smoke grenade around a corner and its like all the automatic weapons on the opposing team are focused on the smoke, generally a few hundred rounds gets blasted its way in a matter of seconds.[/quote:21cdc]
Tossing smoke nades in front of SNIPERS is even funnier. I first heard one of them OTD boys whinning bout it and thinking to myself... "Fuckn A thats funny..." AND IT IS! |
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This map will own for rifles, I'll make sure of that. Spawns: I'm an advocate of dynamic spawns. There will be two distinct camps of spawn points to avoid team clashes, but both teams will have spawn points at each camp so the balance will shift depending on how the battle is going (More like Crossroads than Stalingrad - but nothing like Remagen). There is definitely going to be a middle-ground area where no one will spawn (except in DM) however. This will be where the teams would meet (if both teams ran from spawn to first shot without stopping) but there are no choke points. Xfire was a tight map for the most part so this will be different, for the sake of variety. |
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