[MAP] little Norwaigan battery


#1

hi, look, I making a map.

the germans have made a battery on Norways coast and the allied forces must destroy it so they can attack german bases in Norway and help the norwegians and then stop the iron export between Sweden and Germany.

here are some pictures:

haha :slight_smile:

well, is this looking good?

It’s not finished yet


(-SSF-Sage) #2

Really nice idea for a map. Seems like it looks nice, but it is a bit too dark to be viewed on a 7 inch tablet, atleast outside areas. Downside of dark maps is that people tend to bump up gamma and ruin the looks so they can see better. Can not tell if the map or screenshots are dark. But keep up the good work.


#3

ohh… …yes, I just working with terrainbrushes around the map, later I’ll placing more light.


(-SSF-Sage) #4

Now at home. Little clearer from 21’’ inc screen hehe. :slight_smile:

I like the overal design. But it looks like you are heading to one direction I personally don’t like so much (how all my own maps are because of lack of imagination lol); a flat map. Try add some height variety on the grounds/houses/towers/etc. and it will be even better. Flat lands will make the shooting distances really long and hard, so the gameplay will suffer. Some hills and stuff will make it more appealing to the players and admins. Perhaps try adding some and it will be even better. :slight_smile:


(Mateos) #5

Most comp maps are more or less flat ^^’ Excepted Gold Rush, Reactor (still played in comp btw?), Frostbite, you have popular flat maps

The overall design (balanced in terms of distances of objectives/spawns/dropoff) is more important imo, but I’m not against some noisy terrain :slight_smile:


(twt_thunder) #6

here @oveove here’s a “bump” for you if you need all in caulk:
http://lucky13th.org/downloads/bump.rar


(Fendah) #7

[QUOTE=Mateos;481716]Most comp maps are more or less flat ^^’ Excepted Gold Rush, Reactor (still played in comp btw?), Frostbite, you have popular flat maps

The overall design (balanced in terms of distances of objectives/spawns/dropoff) is more important imo, but I’m not against some noisy terrain :)[/QUOTE]

I disagree, look at the current competition maps which are in ClanBase mappool: sw_goldrush_te, radar, supply, adlernest, bremen_b3, frostbite, karsiah_te2 and missile_b3. I consider bremen_b3 and karsiah_te2 to be somewhat flat, the rest has some nice height differences.

But it is true, that the layout and objective/respawn proportionality is more important. Also, having some jokepoints at crucial places is important.


(Mateos) #8

If you consider Bremen flat (with the part at the level of CP which is quite important for the Truck, its barrier, and the CP itself), Adlernest is as flat, Supply a bit less, Radar a bit less (according to the screenshots of Little Norwaigan, it will be somehow as leveled as Radar). Frostbite is two-leveled (ground and obj level). I also thought about Braundorf (more or less at two levels), Special Delivery also. It seems one or two main levels going through important map parts are fine :slight_smile:


#9

I’ve think about hieght but I had an idea to use trees instead, and make a wood park with a lot of trees, that build rooms
but it’s not so flat when you are on the ground, it’s hard to see in the photo/screenshoot over the map.

baserace = flat and popular. :slight_smile:


(-SSF-Sage) #10

Baserace has tons of tunnels and places below ground level to run in. I really liked playing baserace. But I think everything else lacks in the map. The visual, technical and feeling aspects are fairly bad imho. But nothing beats the adrenaline in the map. It is really hard to get that part correct.

In think Radar is well designed height wise and not flat at all. You can boost speed with strafejumping in well thought spots. Makes the map faster and more exciting.

What I am after is that big flat fields are slow to move on and easy to die on. My personal taste is that when you can boost speed with jumps it makes the most adrenaline filled and fun spots and maps. Eg goldrush downhill, fueldump slopes, radar main gate etc.

I also like that some major area is above/below regular ground level. Makes the fighting/hiding/sniping more interresting and adds variety. Think about railgun track switch, oasis garrisons and balconies or goldrush bank area.

To me flat maps are a bit boring and demonstrates weaker design in general. Makes me feel something is missing and map too simple. It’s like we would go back to 2d.

It’s not mountains in the middle of a field. Sometimes only a few meters can make a huge difference (think about how baserace would be if there was none of those trenches; nobody would know the map I think).

Also height is a good way to control the vis part. Field maps tend to have worse FPS, as everything and everyone will be drawn by the engine.

Now it is true, that I cannot really tell the height in the screenshot. It was just my first impression. So I wanted to speak out, because I personally hate when there is not much feedback when asked. I would rather talk about something like this early on than later on.


(Mateos) #11

Try to not use too much trees, or the FPS will quite suffer (cf. BaseRace 2); Agree with Sage, nice arguments :slight_smile:


#12

Hm, I’ll think about it, thx for response.


#13

mmm, I think this map can be released about 15th dec (only a test version) but i wonder where i can upload it?(for free)
probably host a server? (in ET with somekind of redirect dowload or direct download) but that means that people must play on my server for get it?!!!


(Magic) #14

I can host your map on my server.
Just give me a shout when you are ready.


#15

[QUOTE=Magic;482342]I can host your map on my server.
Just give me a shout when you are ready.[/QUOTE]

thanks! I’ll
great thanks:):):slight_smile:


#16

hm added some hight in the middlefield
I’ve added mg42s for give the map more military strategy (first destroy the mg then take the radarcomputer)(for exemple)
I’ve also give the mgs corridors of trees for make the corridor deadly for the attackers and the wood deadly for the shooters, the players that wants to attack a mg can get close to mg by hiding behind small hills trees and bushes and then jump up and kill the operator of the mg.
the mgs is not constructible and allow both teams to use theese points/stations/towers with mg42s

I just wonder if there are any capturespawnpoint toturials out there? (easy to understand and hd)


(-SSF-Sage) #17

http://www.pythononline.co.uk/et/tutorial29.htm

This site has many more good tutorials. These were many of the old mappers’ favorite tutorials.


#18

thx really nice :slight_smile:


#19

Is there any tools for easy clean the map, get rid of hidden brushes ehhhh

okey lets say like this:

I’ve worked with Norwegian battery 1 year

and my mapping getting better and better

the first part I made is a beginners quality

the last is better…

but as “beginner” I didnt know the use of caulk and simply thought: “that f…n texture”

so i didnt use it and for avoiding z-fighting i simply pressed the csg-something and deleted brushes that where in the same space…

stupid I’m, crazy I where

however i got about 4300 brushes - lol

and the half of them is hidden - AAAAARRRRRRGGGG

so… I can probably export parts of the map into a new map by using prefabs?

or is there any tools for this?

heheha… … .


(twt_thunder) #20

you probably have to do this by hand yes, I dont know any tools for this.
dont think: plugins/bobtoolz/brush cleanup can fix this