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Old 03-25-2007, 05:43 AM   #21
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as far as giving the snipers cover, i think an open-roofed platform would work best, because the biggest threat to a sniper far away is either another sniper, or a soldier's rockets. dont give the solly a roof to splash against, or just limited posts and such for splash damage, and the snipers can dodge away from direct hits.

if the tower is on one of the sidelines at the 50 yard-line, you can have a bit of an overhang so he cant get a good shot at the yard near him without exposing himself, and the far side of the yard could have varied intermittent cover, various fencing here or there, or perhaps a few open air pavillions that would provide cover from the snipers, but not ground troops.

The pavillions could work with the lodge theme, and the sniper post could be somehow worked into the side of the mountain, or what have you...
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Old 03-26-2007, 02:04 AM   #22
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Hmm, good thinking. I have trouble thinking in terms of gameplay mechanics like that, so thanks for being around!

Would boulders in the yard be a good idea or a bad idea? I wouldn't want to make them obstructive like nml, but I would want to give the perceptive player some cover on their way to the enemy base.

The tentative plan right now is to have the yard, with a mountain wall on one side with the sniper deck a few stories up, and on the other side will be the edge of the mountain, with a narrow walkway to a floating platform that has the 'key' to activate either base's objective.

Nefarious: The two bridges is an interesting idea - force players to walk a certain line and it would be pretty. That would definitely go with an idea I had of having a tunnel under the yard (the 2nd entrance) - you could drop into the tunnel and go the alternate way, or cross the bridges over the top to get to the main entrances. Hmmm..

Other thoughts?
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Old 03-27-2007, 01:25 AM   #23
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Quote:
Originally Posted by own3r
...another crappy sniper map like well as if we needed or even wanted such a thing.
Yea? What have I been saying?
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Old 03-28-2007, 12:30 AM   #24
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Don't worry, I'll put in enough cover to prevent it from being another sniper's paradise. I want it to be fun for all classes, not just soliders and snipers
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Old 03-28-2007, 06:19 AM   #25
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About the layout, Make is simple, have at least two main routes into the base and other smaller enterences via conc jumping. Badlands is a good example of this, although a midfield with no ladders is preferable.

EDIT who says there have to be bridges over water? Then again who says there needs to be a midfield?
Some food for thought.

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Old 03-30-2007, 10:16 PM   #26
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I like the idea of having tubes which fire players accross the map with a ramp or something in between to get some air maybe?
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Old 03-30-2007, 10:47 PM   #27
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Like that Scrummage map on tfc does , you get launched on there
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Old 04-01-2007, 09:17 AM   #28
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Never played though it would be a good laugh i would imagine.


If you want to make a new map remake overload_r

That is my favourite map for tfc its simply amazing. A few things could be done to improve gameplay flow but the layout is very good indeed 95% im my book would make a good public map aswell as clan map

Link: http://www.filefactory.org/index.php?fileid=1827
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Old 04-02-2007, 07:01 PM   #29
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I was thinking, if not on this map, then on another...

I always wanted to see a map where every class had something useful to do. Most maps just have like something detpackable. I would like to see a map where classes can work together. For instance, what if there was like a ridge blocked by some underbrush? A Pyro could burn it down, and then a sniper could get up into a good spot. But a demo could also detpack the opening and have a rockslide close it... and of course, another demo could detpack it open again.

Another example, a REALLY heavy door only a HW could lift...

Iunno about Scout, Sniper, Solly, Med, Pyro, Spy, or Engy though. That would take some creativity, which thankfully is something you have spilling out of your ass.
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Old 04-03-2007, 12:02 AM   #30
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Thank you, I have never had such a... unique.. complement.

I have considered that kinda thing. Some would be simple to implement and fun - like flammable underbrush a pyro could toast. I wouldn't want any thing so huge that it would dramatically change the map. But things like slight shortcuts, better sniper spots, well-placed smoke dispensers, etc. could be used very well. Depending on how this map develops, I might do something like that. I've already located a possible det-pack place (or pyro place, since its a ice cave opening). Adding a sniper spot on a mountain wouldn't be too tough. Other things could be dropped in.

But think basic mechanics. Do you like wide open spawns? Tall ceilings? Do you think dark spots/dead ends for spies to hide in are good ideas? What about hazards (falling deaths, etc.)?
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Old 04-03-2007, 03:04 AM   #31
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Flying Flaming Penguins with Sentry Guns and Rocket Propelled Burrito launchers.
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Old 04-03-2007, 10:24 PM   #32
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Quote:
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Flying Flaming Penguins with Sentry Guns and Rocket Propelled Burrito launchers.
heh, well there was that one penguin model that was used for grenades in TFC.
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Old 04-05-2007, 03:25 AM   #33
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porn...no seriously, idc what you put in it, you seem to make all ur maps good no matter what you do with them
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Old 04-05-2007, 01:18 PM   #34
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Quote:
Originally Posted by Imbrifer
I might do something like that. I've already located a possible det-pack place (or pyro place, since its a ice cave opening). Adding a sniper spot on a mountain wouldn't be too tough. Other things could be dropped in.
You could do both, kill two birds with one snow. Pyro could melt it down (good luck coding that ^.^') and demo could detpack it.

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But think basic mechanics. Do you like wide open spawns? Tall ceilings? Do you think dark spots/dead ends for spies to hide in are good ideas? What about hazards (falling deaths, etc.)?
Well look at the rafters in 2fort. The mapmaker probably had no intention for them to be used... but smart Sollies, Demos, Snipers, etc. know to go up there and guard the flag all ninja like. Also, the rafter above the basement resupply is a fun place for a teleporter.

Loads of hidden-ish areas like that would be nice... like for instance, if you have a ramp going up to somewhere, make a space UNDER the ramp where you could only see if it you actually checked there. Something like that.

Hazards... well, that would depend on the map, you know? Hazards sort of have to match the map. I really could not suggest anything until I saw screenies of the map.

As for spawns... I have a fun idea. You said there was gonna be an ice wall, so I am guessing you are going with a winterish theme. How about when players spawn, they slide down an ice slide.

Also, there should be a snowman with like a snow-flag and a snow shotty, and of course it should be asplodeable.

BTW Imb, I have some map ideas but I can map about as well as I can breakdance (which is not very well). How would you feel about me running some by you?
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Old 04-05-2007, 01:45 PM   #35
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Quote:
Originally Posted by Imbrifer
But think basic mechanics. Do you like wide open spawns? Tall ceilings? Do you think dark spots/dead ends for spies to hide in are good ideas? What about hazards (falling deaths, etc.)?

Tall ceilings are always nice for two reasons:
Allow concing inside!
Feels much larger and less claustrophobic like some maps do

Variation in ceiling height or open areas inside the base, are always good.
Have some connection to the outside when in the base by ceiling opening or window for instance.

If you are doing an original map don't include a midfield in the traditional sense have a continuous building / space which connects the two bases. Having a midfield like 2fort just makes the map stale and boring since its just a place where spam flies from all directions.

If you are trying to appeal to public play don't make the map too easy to defend since it will often turn into a stalemate. Avoid long corridors, especially like 2fort's spiral from the basement. Put in defensive positions but give each one a weak point so its not too strong. That means that a good offensive player could see the sentry/get killed by it and go another route and possibly take it out.

Areas for offensive players to hide eg spies or scouts is a bonus but they don't need to be dark it just helps if they are connected to a main rout via a circular path. This allows offence to be quite clever

Avoid dead ends, especially dead end flag rooms they are just very prone to spam and irritating.

As for hazards, if your icy map has some sort of factory inside with a furnace then a fire pit / furnace could be the hazard equally a pool of cold water could be.

From that a possible theme:
Industrial works - maybe a steel works set in Siberia?
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Old 04-05-2007, 06:08 PM   #36
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Thank you everyone for the indepth considerations! The ones I found inspiring that I will (or am) do are:
  • Tall ceilings
  • Non-traditional midfield: cover/buildings/pits/etc to prevent spamming/easy sniping/easy D
  • Hidden areas for spies
  • Rafters-like style things which add neat elements to gameplay
  • Meltable entrance (I like a good challenge)
Keep 'em coming, everyone: each suggestion empowers the map to grow in awesomeness!

Quote:
Originally Posted by Ihmhi
BTW Imb, I have some map ideas but I can map about as well as I can breakdance (which is not very well). How would you feel about me running some by you?
Sure, I'd love to hear them. PM them to me or post them in a new thread. We shall discuss.
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