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Ydiss 03-27-2003 01:26 PM

By the way, can anyone tell me if it's worth my while downloading the latest mohrad, with SH support?

This map won't be specifically for SH, but is there any more functionality or any improved tools in this new exe that I could use?

Tiwaz 03-27-2003 01:46 PM

Quote:

Originally Posted by Ydiss
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).

True, although I use the sewer in Crossroads quite regularly, especially when I want to remove some sniper from the Church...

I like the idea of a vertical map. But too many houses with accessible rooms/windows might favour campers too much and/or yield boring gameplay? Also, complexity doesn't necessarily do the gameplay any good, I think. In contrast with Holland (SH): Too few; but that map is large, so maybe not a very good example. If it would only consist of the two squares, there should be more.

I have seen CrossfireCourtyard, so I think you were never planning to make it too complex. Just though it was worth mentioning. I guess what I'm trying to say is that the basic framework can be very simple, yet brilliant, thus being fun to play on.

geRV 03-27-2003 01:49 PM

[quote="MR. SPECIAL ED":d5b74][quote:d5b74]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:d5b74]

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![/quote:d5b74]

And another thing, why the FUCK does the smoke pump from the grenade the instant its thrown? oOo: The whole point of a smoke nade is to provide you with some cover, a friggin green trail showing down to the inch where the nade came from just looks incredibly stupid. They didn't do that crap in real life but obviously ea seem to think they did.

Ydiss 03-27-2003 02:19 PM

Quote:

Originally Posted by Tiwaz

True, although I use the sewer in Crossroads quite regularly, especially when I want to remove some sniper from the Church...

Me too, I use it every game but it's always empty. Very very rarely will I see someone down there (That's why I use it like you, to get around someone safely) so it's a little disused. It makes sense to have it in that map but in mine there's going to be other routes to take.

[quote:8d152]I like the idea of a vertical map. But too many houses with accessible rooms/windows might favour campers too much and/or yield boring gameplay? Also, complexity doesn't necessarily do the gameplay any good, I think. In contrast with Holland (SH): Too few; but that map is large, so maybe not a very good example. If it would only consist of the two squares, there should be more.[/quote:8d152]

Difficult line to walk, that. I personally think xfire is a little too complex, but it worked out because players simplify it. With xfire it is a case of "You know that room is there and you rarely ever use it, but you know you can use it so that's good to remember".

A lot of players avoided the dining room, the sewer, the loading bay but the clever ones could use it if they want (a bit like the sewer in Crossroads, I suppose).

This map I plan to make now? My attention to detail will be high but there will be a lot more "empty space" where rooms might otherwise have been.

Camping won't be a viable option simply because there won't be any areas that you access through only one route. If someone wants to camp they'll have to do it as a team with someone else, and I don't see anything wrong with that when I play.

Drew 03-27-2003 03:49 PM

I think something like a village would be cool. Lots of sniper encampments, etc. Deserted villages always spooked me.

Ydiss 03-27-2003 06:17 PM

I got bored.

I'm building it now...

03-27-2003 06:20 PM

russia tall trees huge mountains rivers valleys cliffs swamps

GreenEggs&Pot 03-27-2003 08:22 PM

I like the Outdoor maps with bulidings like Ardenses, Destoryed Village, Gewitter, etc.

Tripper 03-27-2003 08:26 PM

Destroyed Village is a great map.

I am a Rifle and SMG Whore and I rack up the most points on DV....It's great, the best thing about it is the cover.....And the fact that there is no real area that people are trying to get to....The aim seems to be just pushing foward in a huge circle....

The cover is excellent, you can get to any point of the map without going into a huge open space. The long clearways are good because that eliminates shottie whores.

Eight Ace 03-28-2003 12:19 AM

Could someone tell me a few of the servers you guys use?....I just got ADSL
(no cable available where I live cry: ), I'd like to drop in and have my arse handed to me on a platter!

Tripper 03-28-2003 12:21 AM

[quote="Eight Ace":39681]Could someone tell me a few of the servers you guys use?....I just got ADSL
(no cable available where I live cry: ), I'd like to drop in and have my arse handed to me on a platter![/quote:39681]

I play on Aussie/NZ Servers on ADSL.....I still can't manage to get on U.S servers with very good pings.

What Aussie/NZ Servers you play on? What name do you go by?

Eight Ace 03-28-2003 12:30 AM

Because of bad ping & sucky skillz...I've been using the name Sgt. Dick Stroker.
I tended to grab any game thats not too crowded on ASE, but since I've got ADSL,
I've only played BF1942 on whats called "Xtra Retail Server 3" - Coral Sea map.

Tripper 03-28-2003 12:33 AM

[quote="Eight Ace":028cf]Because of bad ping & sucky skillz...I've been using the name Sgt. Dick Stroker.
I tended to grab any game thats not too crowded on ASE, but since I've got ADSL,
I've only played BF1942 on whats called "Xtra Retail Server 3" - Coral Sea map.[/quote:028cf]

Yeah, I don't play BF.....But that server will be a NZ one, hence, Xtra...

I play on the Xtra servers for MOHAA and SH....Occasionally on the Internode and Optus servers...

Ydiss 03-29-2003 05:58 AM

Here's the blueprint for my map so you can see what I have in mind.

This was drawn whilst at work in MS Paint so it's crude and not to scale but it's a good representation (in plan-view) of what I'm making.

[img]http://www.btinternet.com/~ydisss/map.jpg[/img]

The theme will be a cross between Remagen and Bridge and I'm still debating with myself whether to make it destroyed or not, although it will most likely be fully intact.

Ydiss 03-29-2003 06:05 AM

Here it is again but with approximations of where I plan to put spawns, red for axis blue for allies of course.

[img]http://www.btinternet.com/~ydisss/maps.jpg[/img]

I've kept them segregated but both teams can spawn at either end so it won't be like Remagen, more like Crossroads.

DM spawns will be all over the map.

Ydiss 03-29-2003 06:10 AM

Here's an alternative spawn pattern for TDM:

[img]http://www.btinternet.com/~ydisss/mapsb.jpg[/img]

This is more like DV's spawns, except this map will noto be quite so narrow so it shouldn't pose the same problems that DV has with spawns.

Any suggestions would be appreciated.

Ydiss 03-29-2003 06:16 AM

Also, feel free to use the original source map at the top and add your own alterations so long as you agree to only post them here and not use them for anything else.

So far I've only built a small section of road and the bridge in the middle, so this is still open to public suggestions.

Ydiss 03-29-2003 06:22 AM

Sorry for the spam...

This is a link to the original bitmap for a much clearer view, I linked it because it is a large file:

http://www.btinternet.com/~ydisss/map.bmp

NiteSnipe 03-29-2003 07:09 AM

Holy crap, how much time did it take to do those blueprints? it looks like it mite be a nice map

Ydiss 03-29-2003 07:19 AM

Quote:

Originally Posted by NiteSnipe
Holy crap, how much time did it take to do those blueprints?

About 2 hours or so, I was doing it at work between calls. All I used was the square, line and fill tools in paint hehe. I'd already drawn it on paper so it wasn't too hard.

I did this for xfire too, I prefer to design methodically, makes the actual building so much easier.

Tripper 03-29-2003 03:15 PM

Good Work, Mate........It's looking nice.

GreenEggs&Pot 03-29-2003 03:51 PM

I would say make it destoryed, like Breast in SH, I love that map.

quickfist 03-29-2003 04:19 PM

looks good ydiss

keep up the good work biggrin:

Ydiss 03-29-2003 09:42 PM

Thought I'd post periodical updates on the progress of the map, so you can see how I made it.

Here's what I've done so far, in 3 days (bear in mind I only spend about an hour or two a night mapping these days):

Day 1:

http://www.btinternet.com/~ydisss/progress/day1.jpg

Built bridge and started north loop of road.

Day 3:

http://www.btinternet.com/~ydisss/progress/day3.jpg
http://www.btinternet.com/~ydisss/progress/day3a.jpg

Completed bridge and started on buildings inside northern loop.

I'll post here every now and then with new pics of the map as it develops.

Ydiss 03-29-2003 09:52 PM

Btw, the following jpg highlights (in greyscale) the area that I've created so far:

http://www.btinternet.com/~ydisss/map3.jpg

Tiwaz 03-30-2003 10:18 AM

Looking good.

I like it intact, not destroyed, by the way.

NiteSnipe 03-30-2003 11:19 AM

Really? i like it destroyed like a french village where theres some rubble around and lots of places to hide around and stuff, like Destroyed Village. love that map

Tiwaz 03-30-2003 12:02 PM

Quote:

Originally Posted by NiteSnipe
Really? i like it destroyed like a french village where theres some rubble around and lots of places to hide around and stuff, like Destroyed Village. love that map

I don't like to hide.

The only reason I like it better is because it looks nicer, really.

(not that you will see me checking out the scenery much while playing, but still)

Ydiss 03-31-2003 07:48 PM

Map update and question
 
Update time.

Before I post the latest pics of the map I need to ask a question that I'd like as many answers to as possible, please:

Should you be able to pass through windows once they are destroyed?

It's fairly unrealistic to be able to do this but it allows more freedom of movement once windows are blown out.

Ok, here's what I've done in the past 2 days:

Day 4

http://www.btinternet.com/~ydisss/progress/day4a.jpg

http://www.btinternet.com/~ydisss/progress/day4.jpg

Completed the exterior of the 3 buildings in the northern loop. Did some basic interior design but no detail.

Day 5

Did a lot today.

Completed all 3 of the buildings in the northern loop, externally and internally.

The Tavern and Restaurant are born!

Here is the Tavern front:

http://www.btinternet.com/~ydisss/progress/day5.jpg

Here is the beer garden, located to the left of the Tavern:

http://www.btinternet.com/~ydisss/progress/day5a.jpg

The door on the balcony leads to the Wine rack storage room which is here:

http://www.btinternet.com/~ydisss/progress/day5b.jpg

Here is the tavern inside:

http://www.btinternet.com/~ydisss/progress/day5d.jpg

The door at the back leads to the Restaurant:

http://www.btinternet.com/~ydisss/progress/day5c.jpg

Doors and windows are all functional.

Next stop will be the Town Hall.

I'll post more in a few days.

Ydiss 03-31-2003 08:01 PM

Here's the blueprint again to show what's been done and where (the area is colour has been done):

http://www.btinternet.com/~ydisss/map4.jpg

Bazooka_Joe 03-31-2003 08:50 PM

D00d, seriously Ydiss, that's excellent work so far man.

Tiwaz 04-01-2003 04:26 AM

Re: Map update and question
 
Quote:

Originally Posted by Ydiss
Before I post the latest pics of the map I need to ask a question that I'd like as many answers to as possible, please:

Should you be able to pass through windows once they are destroyed?

It's fairly unrealistic to be able to do this but it allows more freedom of movement once windows are blown out.

Well, not as it is in Remagen, where you can pass through the windows while the original 'grid' is still there. If the grid disppears or isn't even there to begin with, I have no problem with it.

You made good headway the last few days man, looking good.

Ydiss 04-01-2003 04:42 AM

The window frame remains once the glass is blown, like in Remagen.

I agree it's unrealistic, so I just wanted some opinions from here. May as well make it a community effort and all.

The doors will, as per my 'trademark', remain open once opened, of course biggrin:

Tiwaz 04-01-2003 04:46 AM

Quote:

Originally Posted by Ydiss
The doors will, as per my 'trademark', remain open once opened, of course biggrin:

I noticed when I first played on CorssfireCourtyard. At first I thought it was a bug or something. But it seems logical. I have always found those self-closing doors strange...and annoying when you want to pass through at the moment it closes.

ED! Ban #126 04-01-2003 05:16 AM

I think that CERTAIN windows should be traversable if the pane is blown out. Leave that in the hands of the man making the map to decide which ones.

As far as the outline...Personally I think this should be a wartorn map like some folks are suggesting...bar stools turned over, windows ALREADY blown out, tables overturned for effect AND cover.

In any case - this thing is already looking damn good. Great work sexy man. Think the thread should be renamed like...

"Making of the Map...Behind the Scenes: YDISS!"

Ydiss 04-01-2003 05:47 AM

Quote:

Originally Posted by Tiwaz
Quote:

Originally Posted by Ydiss
The doors will, as per my 'trademark', remain open once opened, of course biggrin:

I noticed when I first played on CorssfireCourtyard. At first I thought it was a bug or something. But it seems logical. I have always found those self-closing doors strange...and annoying when you want to pass through at the moment it closes.

It's an option in the func_rotatingdoor entity. I'm amazed it's not been used more before, self-closing doors are a pain and unrealistic. The way I see it is if you want a door closed you should close it yourself biggrin:

Quote:

Originally Posted by Ed
I think that CERTAIN windows should be traversable if the pane is blown out. Leave that in the hands of the man making the map to decide which ones.

It's as easy as a click to change this feature, so I'll review it once the map is finished. For now, I'll make all windows blocked.

Quote:

Originally Posted by Ed
As far as the outline...Personally I think this should be a wartorn map like some folks are suggesting...bar stools turned over, windows ALREADY blown out, tables overturned for effect AND cover.

I'm just having too much fun with the new architecture, right now. Crossfire wasn't too diverse externally (essentially, all I did was build the insides and box them in neatly, it's not even symetrical, not that you'd notice playing). It's quite a square structure, so the French village style is new to me, and a bit of a challenge.

I'll make this one fully intact because I want it to look lush, but looking at the votes on this thread I see the "Open outdoors" option is a close second. As soon as I've finished this map I'll start work on a third map with open fields, farmland, trenches and destroyed village areas.

Quote:

Originally Posted by Ed
Think the thread should be renamed like...

"Making of the Map...Behind the Scenes: YDISS!"

I'd love to, if only I had an edit button biggrin:

Any mods care to lend a hand?

Ydiss 04-07-2003 07:13 PM

BIG update here... days 6, 7, 8 and 9 coming right up:

Day 6:

Built the front of the Town Hall.

http://www.btinternet.com/~ydisss/progress/day6.jpg

http://www.btinternet.com/~ydisss/progress/day6a.jpg

Day 7:

Added more detail to the front of the Town Hall and started on the interior.

http://www.btinternet.com/~ydisss/progress/day7.jpg

http://www.btinternet.com/~ydisss/progress/day7a.jpg

Here's an aerial view of what I've done so far in 7 days:

http://www.btinternet.com/~ydisss/progress/day7b.jpg

Day 8:

Started on the rear of the Town Hall.

http://www.btinternet.com/~ydisss/progress/day8a.jpg

Created basics for the Town Hall conference room (located North of Town Hall lobby).

http://www.btinternet.com/~ydisss/progress/day8b.jpg

Created basic layout for the balcony exit from Town Hall... This runs along the North end of the map (adjacent to Tavern and Restaurant).

http://www.btinternet.com/~ydisss/progress/day8c.jpg

Day 9:

This is the other side of the bridge, viewing the South side of the Town hall, with the steps at the rear leading to the back of it (and the gardens). Very basic structural work completed. No detail yet.

http://www.btinternet.com/~ydisss/progress/day9a.jpg

And here is the rear of the Town Hall again, this time with the gardens laid. No detail added.

http://www.btinternet.com/~ydisss/progress/day9b.jpg

This is the reverse view of the Town Hall gardens, backed up to the Town hall:

http://www.btinternet.com/~ydisss/progress/day9c.jpg

That's it so far!

Here's another aerial shot:

http://www.btinternet.com/~ydisss/progress/day9d.jpg

Finally, a quick review of the blueprint (greyed out areas not yet created)... You should be able to really see the map taking shape now...

http://www.btinternet.com/~ydisss/map5.jpg

Next update in a week or so.

Ydiss 04-07-2003 07:14 PM

BIG update here... days 6, 7, 8 and 9 coming right up:

Day 6:

Built the front of the Town Hall.

http://www.btinternet.com/~ydisss/progress/day6.jpg

http://www.btinternet.com/~ydisss/progress/day6a.jpg

Day 7:

Added more detail to the front of the Town Hall and started on the interior.

http://www.btinternet.com/~ydisss/progress/day7.jpg

http://www.btinternet.com/~ydisss/progress/day7a.jpg

Here's an aerial view of what I've done so far in 7 days:

http://www.btinternet.com/~ydisss/progress/day7b.jpg

Day 8:

Started on the rear of the Town Hall.

http://www.btinternet.com/~ydisss/progress/day8a.jpg

Created basics for the Town Hall conference room (located North of Town Hall lobby).

http://www.btinternet.com/~ydisss/progress/day8b.jpg

Created basic layout for the balcony exit from Town Hall... This runs along the North end of the map (adjacent to Tavern and Restaurant).

http://www.btinternet.com/~ydisss/progress/day8c.jpg

Day 9:

This is the other side of the bridge, viewing the South side of the Town hall, with the steps at the rear leading to the back of it (and the gardens). Very basic structural work completed. No detail yet.

http://www.btinternet.com/~ydisss/progress/day9a.jpg

And here is the rear of the Town Hall again, this time with the gardens laid. No detail added.

http://www.btinternet.com/~ydisss/progress/day9b.jpg

This is the reverse view of the Town Hall gardens, backed up to the Town hall:

http://www.btinternet.com/~ydisss/progress/day9c.jpg

That's it so far!

Here's another aerial shot:

http://www.btinternet.com/~ydisss/progress/day9d.jpg

Finally, a quick review of the blueprint (greyed out areas not yet created)... You should be able to really see the map taking shape now...

http://www.btinternet.com/~ydisss/map5.jpg

Next update in a week or so.

Ydiss 04-07-2003 07:15 PM

Sorry for the double post, forms wanked out on me. Said it wasn't posted.

Mods, you can delete this post and the last one if you like.

Maplegyver 04-07-2003 07:30 PM

very cool
well done


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