I have a UNIQUE map idea that I would like to give to a mapper to build. Anyone interested PM me. :drink:
MAP Idea
As has been stated before, it’s best to share your idea or build it yourself.
Panther (or is it Way2Evil that I should call him) once posted such an idea, and it actually has been made by Loffy.
(Seems Loffy has used his wonderfull collection of prefabs, but it actually worked out as it should.)
If you’re not that keen on sharing your idea, you could give mapping an attempt. That way the map is built when you want it and the way you want it. (Ok, as best if you could since learning to map good is quite a long way)
If you would prefer the last option, search this subforum, eventually you could take EB’s RTCW:ET mapping tutorials for a start.
I have given mapping a try but just dont have the time to do it.
I dont really want to post my idea because I am looking for someone who is really serious about doing it. I also want to keep it UNIQUE as possible and dont want a sudden onslaught of similar maps all of a sudden. I assure you this idea is unique and has not (as far as I know) been done before.
Not that I m interested at all, but to find out whether I could possibly maybe interested I d need to have a good idea about it first… so I really recommend you post your idea.
I dont really want to post my idea because I am looking for someone who is really serious about doing it. I also want to keep it UNIQUE as possible and dont want a sudden onslaught of similar maps all of a sudden. I assure you this idea is unique and has not (as far as I know) been done before.
i cant see how anyone could be serious about comiting the time needed to make a map before they have seen it
as far as stealing you idea. there is no garantee ppl will even like you idea. and anyone who now is likly to steal you idea and just stop whatever project they are workin on now i woul say are unlkey to finish it as they will just stop when the next idea comes along
realy its best to just get your idea out there. so come on let us have it
And even though you want to keep your idea unique, it can sometimes be nice to have 2 mappers have their own look on a certain concept.
Alright…the map itself would (imo) be “simple” to build.
Picture this:
An AXIS POW camp is centrally located on the map. It would consist of buildings, MG emplacements, guard towers, etc. The entire camp would be surrounded by a barbed wire fence (a couple of GATES to get in)
There would be a large DEEP river on the north east corner.
Mountains to the southeast,south,southwest,west,northwest,north (this is the outer ring of the map
The allies spawn would be behing the mountains to the southeast.
Thier OBJ is to:
gain access to POW camp, rescue two POWs, get them to waiting truck and drive truck off map.
They need to build truck bridge over river and a footbridge over river.
footbridge is one way to get to camp
The UNIQUE part:
some engineers need to DIG two tunnels from behind the mountins to under the camp!
The tunnels would be dug in multiple sections and each section could be destroyed by axis satchel charges (except the final stage of the tunnel, those would need to be blown by TNT so an AXIS cov opt could not just stand there dropping stachel charges on the tunnel(s))
Mountains provide sniper cover of allies.
Axis have a bunch of towers and MGs to defend.
Im sure you get the idea…
How would your tunneling dynamic work and how many sections are you talking about? Are engineers blowing something up or are they doing a reverse constructible?
There’s already a POW camp map.
Allies have to steal documents.
And without tunnels.
Unfortunately don’t remember the name of the map.
I’d go for “rescue the POW” as main objective.
This can be split up into two primary objectives: “get in the camp and open the prison doors” and “get the truck to the escape point”
Secondary objectives would be building the tunnel or footbridge. (You should allso be able to swim to the island, however it should be significantly harder due to the barbed wire and MG cover.
I’d propose an inverse construction, like constructing the pilars to hold the ceiling. Of coure, the ruble would suddenly disappear…
You could make it so that both the allies as the axis need to blow stuff up, but this would be significantly harder to make and script. (Maybe two constructions? I thought it is possible to “build” them from script…)
One technical difficulty I can see is the length of the tunnel segment. If it’s too short, then you have engineers spending most of their time digging the tunnel, which isn’t that interesting. If the tunnel segment is too long, then axis can plant dyno as soon as they hear the construction sounds, which could then blow up before the allies ever get a chance to get down the tunnel to defuse. Once the dyno goes off, the tunnel fills again, instantly gibbing anyone inside the segment, which wouldn’t be too much fun either.
The POW camp is not the unique part, the tunnel building is.
I guess it would be a tunnle there with rubble,(like the map V2 rocket I think, when you need to get rocket on train and drive train to end…in that train tunnel is a construction spot to so train can pass…this would just be so players can pass…) and the engies are basically clearing the rubble in the sections. I would say at least 5 sections. 4 tunnel sections that can be satcheled, and the final section/EXIT into camp can be blown with TNT by axis.
The objs where as you said, get in camp, get obj out, drive away on truck.
Maybe if the scripting is too hard, have the allies build the tunnel, and the axis can stop the allies from using it by FLOODING IT.
Maybe make a pump house or something like in OASIS that the allies can keep rebuilding to UN-Flood the tunnel and axis can keep blowing it up… 
the unique idea of tunnel building how now been reaplaced i see…
i have made test maps for rtcw where tunnels had to be made using dyno. to be honest its not realy adding too much and is pretty boring as an objective
the thing about pow maps i see is the lack of pows. if an experainced mapper were to take this up they might wana think about using an idea i have been tinkering with but not realy had time to do much with. (actualy i stole the concept from the WW mod for rtcw)
take a rtcw player moddle, give it a new skin to make it look like a new class. give it animation of some sort of idle pose. then make another with a running pose etc for all animations needed
set them up as tanks then doing some clever starting stoping animation and switching between script_movers in the script you might be able to make the apearance of a NPC. i think he would have to be invincible as otherwise the engineers would have to reapair him…
then maby have something like get the truck into the base. blow off his prison door. escort him to the truck he jumps in the back. then u get em both to safety
still a very complex script but if it could work im pretty sure ppl would want to play it…
just another though here… if you could make the NPC damageble by gunshot then maby you could have him die and then respawn in his cell etc. in fact there are prob hunderdes of things that could be done. i think i cna even get a way where you could get the NPC to use a fake weapon in a way
otherwise the engineers would have to reapair him…
Or somehow have the MEDIC revive him! :eek2:
I just want to see some tunnlers…I like the fighting in the underground close combat type stuff. If any of you think you may give it a go please let me know!
Or somehow have the MEDIC revive him!
… i supose you could make a trigger that filters out medics on the same team…
I just want to see some tunnlers…I like the fighting in the underground close combat type stuff. If any of you think you may give it a go please let me know!
isnt there enough of this in oasis
isnt there enough of this in oasis
I want the engineers to BUILD the tunnels
and as for the POW, can you script it so he cant be killed, and when an AXIS player is near him he goes towards the CAMP and when an ALLIED player is near him he goes towards FREEDOM!
Food for thought. 
I want the engineers to BUILD the tunnels
then would not both teams have to enter the tunnels from the same direction. not sure how that would pan out gameplay wise
both teams have to enter the tunnels from the same direction
NO, allies enter tunnel at one end and start “building it” there is an outlet that it connects to on the AXIS end. Like baserace, there is an entrance at each end. Maybe even let the axis build a barrier on their end.
You say you like the underground close combat stuff, but until the engineers blow their way through all that tunnel (1 segment at a time…) there wont be any combat there unless the Axis foolishly decide to go round and enter the tunnel from the allied side… Ofc, once the tunnel is built (if indeed it is possible - I dont know 'cos I dont map!!), then there is fighting, until the axis blow up the tunnel and its back to square one.