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Tiwaz 03-27-2003 10:02 AM

Quote:

Originally Posted by Ydiss
Quote:

Originally Posted by Tiwaz
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.

lol, then you'll love my map then.

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:

Haha, very nice.

I just downloaded it, on a reconnaissance mission now...

Ydiss 03-27-2003 10:04 AM

Cool, the one you want to look at really would be CrossfireCourtyard TDM (dmxfire)

Tiwaz 03-27-2003 10:19 AM

Quote:

Originally Posted by Ydiss
Cool, the one you want to look at really would be CrossfireCourtyard TDM (dmxfire)

I did. Looks good. Found at least one server hosting it; will try and join it tonight and see if playing it online is fun.

If not, I can always try to set the first record, biggrin:

Ydiss 03-27-2003 12:14 PM

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.

03-27-2003 12:48 PM

Quote:

Originally Posted by Ydiss
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.

The CITY maps have always been my favorite. Done right of course. Running around corners, and then RUNNING into enemy fire.

SWOON!

geRV 03-27-2003 12:56 PM

[quote="MR. SPECIAL ED":397ab]
Quote:

Originally Posted by Ydiss
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.

The CITY maps have always been my favorite. Done right of course. Running around corners, and then RUNNING into enemy fire.

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.

pest 03-27-2003 01:00 PM

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.

Ydiss 03-27-2003 01:00 PM

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:

03-27-2003 01:07 PM

[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!

Ydiss 03-27-2003 01:15 PM

Quote:

Originally Posted by pest
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 what I have in mind is not closed-in entirely but it has its close areas. The only really open part will be the central road in the centre, over the bridge. There will be sniper spots all over the map, but purlenty of cover to avoid and flank them.

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.

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.


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