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Old 03-23-2007, 04:10 PM   #1
Imbrifer
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What do you want in my next map?

Greetings once again, gang.

After getting in to reading some mapping theory and contemplating/discussing what makes a map successful and fun, I have decided to build a map on those principles and what the community wants.

I have established a few outline features:
  • The overall map will have a 'figure 8' overhead shape (like well, 2fort, de_dust, and other quality maps)
  • Both the yard and inside the base will have multiple-level combat
  • The gametype will be rock2-esque 'flip the switch'
  • The theme will be in the alps, and the buildings will be wood with curvy roofs.
Beyond this, it is open, so I have some questions for all of you:

1. What kind of sniper/deck positions do you like? Do you like the open ones like in 2fort, the bunker-style of well, hiding behind cover (barrels, columns, wood piles, etc.), a combination, or what?
2. Should the yard have debris like that battlefieldy TFC map?
3. Would you like to see any gameplay modifications? (take your key to their switch, have the key be in neutral grounds, etc.)
4. Should I use mostly ramps, stairs, ladders, elevators or a diverse combination? Should I leave any of those out?
5. Should the base be enclosed (like rock2), or more of a dustbowl-esque open?
6. What other things would you like to see/not see in a map such as this?

Based on your responses, I'll implement such things in the map. I look forward to what you have to say!
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Old 03-23-2007, 05:17 PM   #2
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I want a beatifully geometrically structured futuristic metal, grates and worn dirt remake of bam4.

Barring that, I would like to see something with a whole new fantastic theme and lots of cool custom textures (which I would be more than willing to contribute on btw)

What that theme is, I have no damn clue
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Old 03-23-2007, 06:40 PM   #3
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What you have now seems fine to me. I've always liked the 2fort sniper battlements though, how there is mostly empty space but a small middle area of cover.
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Old 03-23-2007, 07:49 PM   #4
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The enclosed sniper deck on well was always kinda cool. The snipers were relitively safe, but if someone actually got in there from the other team they were fairly safe there too.

If by 'battlefieldy TFC map' you mean nml, the NO!! That was one of the shittiest maps I've ever played, and not least because of the clusterfuck of poor clipping in the midmap.

You should make some excuse to use multi-story elevators, just 'cause they're fun. It's also fun to make an elevator shaft you can get in and play around, and drop into the elevator through a vent in the top. As for the rest, it depends on where it is in the map. In areas with lots of action, ramps probably work best. Otherwise, stairs look better in places withoutso much figting (or in places without space to fight ala 2fort water spiral)
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Old 03-23-2007, 08:15 PM   #5
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I like the idea of a midfield which is a little different, you can create a non square midfield with features in it such as buildings, rivers not 90 degrees to each base,Displacement floors, multiple planes and enterences, a good background in the skybox. Dont do a water route they are long and always suck.
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Old 03-23-2007, 08:35 PM   #6
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No ladders, please. If you can't use a ramp or stairs, then have an elevator.
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Old 03-23-2007, 08:48 PM   #7
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Having an interesting midfield would be great. Buildings in the midfield are always fun.

Places like the outside ladder on well can only be a ladder. There are a lot of times where a ladder is fun, like in places where you have lots of room to jump down and grab the ladder in midair.

Basically, what I'm trying to get at is that you should copy Well.
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Old 03-23-2007, 08:51 PM   #8
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I would like to see something where snipers can actually find a good hiding spot. I mean, a Sniper's best strength is stealth and most battlements in most maps take that away.
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Old 03-23-2007, 10:06 PM   #9
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If there is cover and concealment for the snipers, please have some decent cover in the midfield somehow. An alps theme makes me think large open spaces, and giving the sniper too much is just asking for a sniper-fest.
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Old 03-23-2007, 10:19 PM   #10
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Id like to see a sniper nest but in the middle of the field there is a button that if pushed will send a blade straight across the nest and kill any sniper roosting up there lmao. That would be fun and always keep the snipers on their toes. Plus you would have your map name....ff_blade
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Old 03-24-2007, 12:01 AM   #11
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The blade idea is silly, but I do like the idea of a quality sniper nest in neutral territory. make them snipers move out and work for something :P
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Old 03-24-2007, 12:04 AM   #12
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I came up with a sort of new idea for the main yard. Two bridges side by side... I started working on a map with this but I just dont have the time to finish it.
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Old 03-24-2007, 05:49 AM   #13
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Quote:
Originally Posted by fishBurger
The blade idea is silly
if you say so...I think its pretty original
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Old 03-24-2007, 06:20 AM   #14
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its a gimmick. and gimmicks are fun for about 3 minutes. then either nobody goes up into the sniper nest, or nobody plays the map.
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Old 03-24-2007, 08:22 AM   #15
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Quote:
Originally Posted by fishBurger
The blade idea is silly, but I do like the idea of a quality sniper nest in neutral territory. make them snipers move out and work for something :P
You could make a sniper area on each side, midway between each base, which are both neutral territory. That way one side might tend to take over one spot, and the other team the other, but it could switch as the round progresses.

Maybe if you make it so that the spot isn't so good for other classes, like if it takes a long time to get there so def players won't go past as often.
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Old 03-24-2007, 09:43 PM   #16
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Quote:
Originally Posted by fishBurger
its a gimmick. and gimmicks are fun for about 3 minutes. then either nobody goes up into the sniper nest, or nobody plays the map.
ya kinda like the gas for Rock. That map didnt last long either did it If its done toware its not a simple task then it can be pulled off properly and can still be a good map with a nice twist
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Old 03-24-2007, 10:24 PM   #17
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Quote:
Originally Posted by Nezumi
You could make a sniper area on each side, midway between each base, which are both neutral territory. That way one side might tend to take over one spot, and the other team the other, but it could switch as the round progresses.

Maybe if you make it so that the spot isn't so good for other classes, like if it takes a long time to get there so def players won't go past as often.
Great another crappy sniper map like well as if we needed or even wanted such a thing.
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Old 03-25-2007, 02:00 AM   #18
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Quote:
Originally Posted by Nefarious
I came up with a sort of new idea for the main yard. Two bridges side by side... I started working on a map with this but I just dont have the time to finish it.
Bump...
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Old 03-25-2007, 02:19 AM   #19
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I'd like something good.
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Old 03-25-2007, 05:12 AM   #20
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Thanks for the suggestions, I'll definitely spice up the sniper cover. Right now the plan is to have some barrels, but also a few conventional 'bunker style' things and some high-up open areas. I haven't really thought about the yard yet - I've drawn up the base and am building it in Hammer - trying to make it look sexy and so forth. Right now the theme is a giant, multi-room curvy-roofed lodge type thing, with stone and wood walls. Bleh.

I will definitely need some custom textures - when I get a theme I really dig going, I'll make some requests for modifications of existing textures to add teamcolor and/or snow, etc.

Keep the ideas coming - I'm open to anything. The midmap sniper thing seems neat, but I'd want to make it so it is relatively safe for the sniper once they are in there. And what could I do to the midfield to give decent cover from snipers, and still make it multi-level, interesting and mostly natural?
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