Author Topic: Making a map....need ideas?  (Read 1369 times)

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Offline SeQuel

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Making a map....need ideas?
« on: October 10, 2011, 02:28:20 pm »
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Hey everyone, I've been messing around with maps lately and I'm taking a interest. I seem to have the basics down for the most part and would like to start constucting a map. However, I'm hvaing troubles getting a idea of a map that people would enjoy (I'm just horrible when it comes to being creative). So I figured what better way then asking the community what they like to see in a map. Are you sick of village maps where both teams run to a middle village? wide open maps? what do you dislike but also like?

All feedback would be welcome  :mrgreen:

I'm off to bed though, good night haha.  8-)

Offline Vibe

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Re: Making a map....need ideas?
« Reply #1 on: October 10, 2011, 02:34:46 pm »
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Make a lot of narrow bridges/ledges where I can kick people off :D

Offline indigocylinder

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Re: Making a map....need ideas?
« Reply #2 on: October 10, 2011, 02:38:55 pm »
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avoid gimmicks.

Offline rustyspoon

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Re: Making a map....need ideas?
« Reply #3 on: October 10, 2011, 02:39:36 pm »
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I am soooo tired of those horrible village maps.

I wish we had more arena-style maps. I think they work best for every class. They have good sight lines for ranged, a lot of room for cav, and plenty of places to seek cover or move forward with your team.

Oh, also I've noticed that every map has been missing a giant statue of myself. I think you need to add one of those.
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Offline Phazey

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Re: Making a map....need ideas?
« Reply #4 on: October 10, 2011, 02:43:15 pm »
+1
Somewhat symmetrical arena style maps with 2 height levels and three main 'routes' (choke points) connecting the spawns.

You know, the kind of maps you'd use in an 16-32 player fps with a capture the flag style shooter but slightly bigger.

Look at maps like de_dust from counter strike. That one has two main 'routes'. From the terrorist perspective, you can go through the dark room or go tunnel. If you go dark room, you have to decide whether you go right (and end up above the tunnel) or left (and end up near one of the bomb areas).

Maybe a map like that. Somewhat simplistic but balanced. Because the map will be for 120 players max you'll probably need to make 3 'routes' and everything needs to be kinda big, else it might be unfair for cav. But if you need inspiration, look at ctf style shooter maps.

I was playing crimecraft: bleedout yesterday and kinda liked the oil platform map: http://s3.amazonaws.com/crimecraft.production/photos/420/CrimeCraft_149.jpg

Pics don't do it justice though. You get the general idea though, right? Three main routes, a heavily populated mid area and room to flank on the left and right side on different levels.

Offline Torp

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Re: Making a map....need ideas?
« Reply #5 on: October 10, 2011, 04:37:13 pm »
+1
Avoid too many trees and other things that cause major fps drops

Offline Tiberias

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Re: Making a map....need ideas?
« Reply #6 on: October 10, 2011, 04:39:54 pm »
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Make a lot of narrow bridges/ledges where I can kick people off :D

That !!!  Well, the point is that alot of medieval castles had something like this: ALL the enemy troops had to come throught these little gaps ---> the castle is easy to defend. I also like fallen bodies, or to kick my enemies down an edge :P

Offline Skorpien

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Re: Making a map....need ideas?
« Reply #7 on: October 10, 2011, 04:46:18 pm »
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I think a map in the sky where you can fall loots of miles will be cool ;) And can anyone tell me how does i can make it in edit mode that i can go in a house or in a tower? And how can i took a new map on a server? o_O
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Offline rustyspoon

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Re: Making a map....need ideas?
« Reply #8 on: October 10, 2011, 04:59:59 pm »
+1
I think we need to combine all the above ideas.

A floating arena map with tons of pitfalls! That would be awesome!
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Offline Phazey

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Re: Making a map....need ideas?
« Reply #9 on: October 10, 2011, 05:01:26 pm »
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Hehehe look at some of the original quake 3 maps maybe. Some of those are pretty cool and might offer inspiration.

Offline Torost

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Re: Making a map....need ideas?
« Reply #10 on: October 10, 2011, 05:05:47 pm »
+1
I made a long wall-of-text-post in the scene subforum some time back, titled "Ideas on what makes a map fun to play"
It got no replies, but im sure there were some good points in it :D
elevation in map,vantagepoints,cover, funneling players towards chokepoints and so on.

take a look here:
http://forum.c-rpg.net/index.php/topic,14701.0.html

Offline Huey Newton

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Re: Making a map....need ideas?
« Reply #11 on: October 10, 2011, 05:18:58 pm »
+1
Large flat open field. ONE large tree in the middle
under this large tree there is a subterranean tunnel system with 3 entrances.


Anyone Who stays up top gets cav'd or shot

Giant melee croc of left click underground

Offline Punisher

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Re: Making a map....need ideas?
« Reply #12 on: October 10, 2011, 05:34:24 pm »
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We currently lack city maps, there are plenty of open field and villages.

Offline PhantomZero

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Re: Making a map....need ideas?
« Reply #13 on: October 10, 2011, 05:38:43 pm »
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if its anything we have too much of, its city maps, at least on NA.

We lack decent plains maps.

People look at and go "eh this looks too simple" and then add a bunch of bullshit like fucking houses and walls and fences or whatever.

And don't give me that random plains shit either, that's all hills most of the time.
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Offline KaMiKaZe_JoE

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Re: Making a map....need ideas?
« Reply #14 on: October 10, 2011, 05:41:16 pm »
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Look to older, popular multiplayer games for inspiratioin, I say. Counter Strike was amazingly popular, and had literally thousands of custom maps, some of which sucked, but many of which stood out as shining examples of creativity.

Part of what made many of those maps awesome was the lack of restraint felt by the map makers. CS was set in the 90's, and its characters, gameplay, and overall theme reflected "terrorist vs counter terrorist". Despite this, there were created maps that defied the game's theme; some defied reason and physics, too. I point specifically to the surf maps--I think that's what they're called--in which players hurtled down giant slides. The de_rats maps also were rather original, placing the proportionately rat-sized players in massive kitchens, bedrooms, or living rooms.

tl;dr: don't be feel like you have to conform to the medieval theme with your map. Let nothing restrict your creativity.

-Perhaps a de_rats esque map.
-A copy of two_rooms. There are two rooms, each just large enough to hold a full team of people (for when they spawn). Separating the two teams is a single, open doorway. Let the slaughter commence!
-As PhantomZero suggests, please god don't just make another shitty city or village map.
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