sry maybe its dumb post
, but i need map ideas i dont have nothing :o
and could someone give me idea pleasseee :)
thanks: DeeP
sry maybe its dumb post
, but i need map ideas i dont have nothing :o
and could someone give me idea pleasseee :)
thanks: DeeP
Well, you see, idea is the most expensive and valuable thing. If I had many ideas I would flood SD with maps 
how about building parts of your town 
nature is perfect, level-design is what tends to it…always
[QUOTE=Qualmi;186330]how about building parts of your town 
nature is perfect, level-design is what tends to it…always[/QUOTE]
uh its very hard 
i gave him an idea about making a map what helds dora railway gun and both teams must get it to their base, like a tug of war, which is the map’s name. but nukits tried soemthing and tells its too complicated, while its not so hard, u need just some reading tutuorials and commitment
mapping is all about finding out the limits of u and the game engine and commitment
i got plenty of ideas, but very little time. lol if you want a good idea then pm me. but it would proberly be a hard idea witch involve the word: script mover.
OK one idea I thought I might pursue (if ever I had the time) is an open-air Italian campaign map along the lines of one of the attacks on the various German lines of defense (Say Gothic line or maybe Bernhardt Line 1944).
Scene: large open area sloping up, with steep hills on one or both flanks (sides).
Dotted along the terrain are small bunkers, tank turret-defenses, artillery guns with camouflage.
A sunken road winds through the fields crossing a small stream or ditch.
Grape vines, olive tree groves and furrows provide cover for crawling along. Additional cover around burning destroyed vehicles as needed.
In the distance is a small Italian villa and a few farm outbuildings.
The Axis have created a few communication trenches and narrow tunnels between the first and second lines of defense.
There are mine fields on the flanks, and some of the turrets/artillery work to fire at fixed points of the sunken road.
It is early sunrise, not fully lit, and the air has a bit of early morning mist rising from the fields
Primary Objective: The Allies must push the Axis back from their first, second and final line of defense (the villa) and hold these points for a few minutes to permanently capture them.
But unlike simple checkpoint flags each objective involves putting the correct class in the correct place as well. For example an Allied engineer must hold the axis field radio for 2 minutes while an Allied fieldop must hold the command bunker at the same time. Capturing the flags merely changes the spawn points. Medics and cvops must work as team members to get the other classes to these points.
Second objective: repair and move the tank through the winding sunken road to blow an opening in the stone walls separating the villa from the 2 lines of defense. Doing so will also give the Allies permanent control of say the first defense line spawns. Each line of defense only becomes available as an objective so long as the previous one is also held.
Secondary objectives: build, repair, destroy command posts and barb-wire-thingy defenses.
Spawns: Axis: Villa outbuilding-cellar, communication trenches (2nd line), command bunker and trenches (first line), and parachute drops (like glider) when they lose the villa.
Allies: House at Start of sunken road, command bunker and trenches (first line), communication trenches (2nd line), Road house near villa.
There should be a limit on the number of fieldops playing in my opinion.
Health and ammo paks only at the villa and the initial Allied House spawn. No mg nests in the second or first line of defense, but maybe one near the Axis cellar spawn.
Suggested Unique features: Unique capture method requiring team effort. Working tank-turret-defense (shooter_panzer) and working artillery (shooter_mortar). Textures etc for grape vines supported on long rows (posts, supports, leaves, grape bunches, etc),…
Requires 4 or more buildings and a couple of small bunkers at a minimum, and requires experience making complex terrain (furrows, sunken road,…) as well as map scripting.
Free to use and any credit given is appreciated
My other ideas generally involve unique script_movers so they would be much more difficult.