Map idea


(Yorrick) #1


(sQynor) #2

At first. u need at least 3 ways to the Flag.

Compare it to Supplydepot ( tunnel , main, up )
braundorf ( boxes, side, main )
goldrush (back, cp , main )

u only have 2.

And 2nd… it look abit empty… just an open area… etc.


(Yorrick) #3

[QUOTE=sQynor;177738]At first. u need at least 3 ways to the Flag.

Compare it to Supplydepot ( tunnel , main, up )
braundorf ( boxes, side, main )
goldrush (back, cp , main )

u only have 2.

And 2nd… it look abit empty… just an open area… etc.[/QUOTE]

Adlernest only has 2 ways so it doesn’t matter that much.

About the open area, obviously there’s going to be more in it but it’s just a quick paint drawing on how I thought it should be. There could be allot more changes.


(Pray-N-Spray) #4

Btw, i could help you, but should learn how to use Easygen for terrain.

Maybe if sQynor have time, we could make it together :wink:


(sQynor) #5

[QUOTE=Pray-N-Spray;177778]Btw, i could help you, but should learn how to use Easygen for terrain.

Maybe if sQynor have time, we could make it together ;)[/QUOTE]

Well we can allways give it a try :slight_smile: and i’ll do the easygen part…

But i want 3 ways to go… not 2…

but adlernest has 4 ways in the beginning ( 2 are closed ) and after that 3 ways.

yours has 2 in beginning and 2 to end it.

If you have 3 ways and you play 6o6… you can make teams of 2 or 3.

PS: about the idea.

In my opinion you should NOT make the 2nd place a flag stand. since then it will be really hard to capture. it will be a spawnkillin map since it isn’t so big… a Command Post would do better ( Frostbite )

Then the 2nd gate, destroyable by Covert ops, most people HATE covert ops. they are hardly used in 3o3 and 6o6 unless they have to. i rather make a bigger bunker. with different floor height ( ET_Beach ), move the gate further away from their spawn and make it Engineer destroyable and NOT reconstructible ! ( Supply Depot )

Maybe a 3th house in the bottom right. so axis can defend there again ( Frostbite )

Wouldn’t that be better ?


(Yorrick) #6

A cp is harder to make then to cap a flag. The bunker I made is full of boxes so it’s easy for allies to hide behind the crates.

Then the 2nd gate, destroyable by Covert ops, most people HATE covert ops. they are hardly used in 3o3 and 6o6 unless they have to.

Covert ops is only needed for the side gate(through tunnel) Most people might hate it but there are enough maps where you also need to use cvops. Supply/b4/sw_Goldrush.

Anyway, we can discuss about ideas for the map. Obviously, this won’t be the released version so things can be changed.

Add me on msn if you are interested or /q xeoxis on IRC.


(sQynor) #7

Well harder to make… sounds like you don’t have any confidence in my mapping/scripting.

a flag pole IS easier… but that doesn’t mean a CP is hard :stuck_out_tongue:


(Yorrick) #8

[QUOTE=sQynor;177794]Well harder to make… sounds like you don’t have any confidence in my mapping/scripting.

a flag pole IS easier… but that doesn’t mean a CP is hard :p[/QUOTE]

No that’s not what I meant :stuck_out_tongue:
It’s harder to construct a cp while you’re being under fire then to cap a flag.


(isbowhten) #9

as another way to win the map make a trigger_teleport which represents the walking-around-the-earth to the other side of map xD
take a look at the world wars…
germany had enemies in the west AND in the east… it would be great if it isnt like something you can walk through in 2 different ways but if you can start at two different sides.


(Yorrick) #10

[QUOTE=isbowhten;177800]as another way to win the map make a trigger_teleport which represents the walking-around-the-earth to the other side of map xD
take a look at the world wars…
germany had enemies in the west AND in the east… it would be great if it isnt like something you can walk through in 2 different ways but if you can start at two different sides.[/QUOTE]

I don’t want to make this a too complicated map. Remember that this I want this to be a competitive map.


(aaa3) #11

[QUOTE=isbowhten;177800]as another way to win the map make a trigger_teleport which represents the walking-around-the-earth to the other side of map xD
take a look at the world wars…
germany had enemies in the west AND in the east… it would be great if it isnt like something you can walk through in 2 different ways but if you can start at two different sides.[/QUOTE]
yea yorrick is right in that comp maps have to be as simple as possible, bad looking and blitz-fast fps. but isbows idea sounds very good and original, i never saw thing like this:
forget the teleporter, i didnt understand it anyway, and simply what if a map would start with 2 spawns for the attacker team, at 2 opposing side of the map, and 1 (or 3) for the defenders who had to defend from 2 directions. and in the centrum something objevctive. steal, hold for xx, destroy, anything.
and not exactly this map but for any one, … it seems a nice idea, any1 willing to try it? maybe for comps it would be too much a novelty but pubs may love it :smiley:

a question: i think its not possible to have 2 spawns autospawned, to separate the attacker team randomly into 2 pieces, but especially for comps this is unacceptable anyway, but as a selectable it could be easily made. then they can organise the 2 teams in a cleaver way.
the other method is (realization of the random) , to make the wobj in the centrum and bluespawns in the 2 side of map, then players spawn the nearest colourspawn to the autospawn wobj. but this not only has the above mentioned problem, but also that in the command map itld be look ugly to have the allied flag at centrum while they spawn at 2 sides xD
but lol isbow always had some nice (but a bit weird:P) surprising ideas (paratroopers jumping out; func_door on tower, func_door as 2nd sky for nade blocking, …) if no one interested in it i may make in the future a map with this to experiment the idea but now im busy with another 1


(isbowhten) #12

lol i have alot ideas… and i gave up about 5 map projects… because making something different is really hard…
atm i want to finish my onslaught map (unreal tournament )…
i thought of a map like what i said and i thought it should be a very big map… that is the only way 2 different sides make sense… those plane-jumpers are part of that project i am only dreaming about…
if i ever finish my onslaught map i will give it a try but you may try it, too if you want, off course.
perhaps team work?


(aaa3) #13

yea lets group and make that huge and new map :smiley: u good at scripts and general layout, i can make visual details (atm only from brushes, damn i fear ill never learn blender no matter what an awesome tool is it =( )
but as you too, i’m also occupied with another project which i want to finish first.


(Yorrick) #14

All good and nice but try to keep ontopic :stuck_out_tongue:


(sQynor) #15

[QUOTE=aaa3;177820]yea lets group and make that huge and new map :smiley: u good at scripts and general layout, i can make visual details (atm only from brushes, damn i fear ill never learn blender no matter what an awesome tool is it =( )
but as you too, i’m also occupied with another project which i want to finish first.[/QUOTE]

What’s blender o.O ?


(sQynor) #16

[QUOTE=Yorrick;177797]No that’s not what I meant :stuck_out_tongue:
It’s harder to construct a cp while you’re being under fire then to cap a flag.[/QUOTE]

Yeah but mostly when defending all members are medic ( on 3o3 that is ) so if you get the CP it won’t easily get destroyed.


(Yorrick) #17

Well I said in my first post that (if possible) when you cap the flag it automatically disappears so you won’t be able to recap.


(bobblehat) #18

Blender is an open source 3D modelling program.


(Yorrick) #19

Any1 interested in this?


(nukits) #20

lol i think i m gonna do it
:D:D:D:D:D:D