Post Ideas For Mapmakers Here


(WiGgLeRiCe) #1

About a decade ago they actually found a sunken German U-Boat (Submarine) off the coast of New York City. No one knows what their exact mission was , but it was prolly not good. Also it was known the Germans were working on developing their own atom bomb at the same time we were, luckily we brought down Germany before that project was ever completed. So it got me thinking about a map idea. How about making a Liberty Island (Statue Of Liberty) map? The plot would be that the German U-Boat has docked with Liberty Island and the Germans have taken over that island. The Germans have set up an atom bomb in the Statue Of Liberty’s head. The Allies must make their way across Liberty Island and up the Statue of Liberty, plant a dyno on the atom bomb’s detonator to disable it. Then the Allies need to get into the sub, fight their way to the engine room and plant another dyno to sink the sub. Axis on a suicide mission must make sure Allies dont disable the atom bomb before time runs out.

If the Allies fail to disable the atom bomb, New York City will be destroyed!


(sniser) #2
  • The axis have taken over the circus! Whee!

  • I know it’s been done to death, but how about a “living room/apartment” map? I think with constructibles it could be fun… for example, construct track segments for the toy train, repair the wall plug, capture the toy train command centre, drive toy train to kitchen, plant TNT by the cereal bowl, some cornflakes fall into the train, construct more track segments / use track switch, drive train out of window/door whatever.

  • A castle in the swamps!

  • Allies in Wonderland! Something with tilted floors and walls and etc. etc. Something that looks like Leisure Suit Larry 5 haha!

  • mp_headrush. A strafe-jumping optimized hill on which the attackers start, towards a heavily defended fort (lots of embedded mg’s, small windows etc)… the map should be heavily in favour of the defenders, the spawn times like 10 seconds attackers, 30 seconds defenders. Or maybe not that extreme, and the attackers have to get the objective back up the hill in exchange.

  • A hommage to as_frigate from Unreal Tournament?

  • Allies are raiding an axis brewery :drink:

  • Something in the pacific. Just for the colors.

  • I don’t know if it’s possible to do that… but something that involves an objecture which makes either lights go out or day/dusk turn into night.

  • Yeah it’s too late, but maybe for next year: a halloween map! Axis and allies are both attacking Teh Haunted House from two sides, trying to survive the twisted traps inside and steal the Pumpkin Of Pimp.

Haha, more later… :uhoh:


(Stee) #3

I don’t think map makers are short on ideas for maps, after all any kind of scenario could be adapted to ET in one way or another. There are just less skilled map makers than people with ideas.


(Stee) #4

How about Santa is hard at work making the toy’s to be delivered for Christmas, but the Evil Axis have other ideas?
Axis first job would be to destroy the reindeeer, and once Rudolf is blown santa’s in some serious shit, but to complete the objectives Axis must destroy the pixie base, which would halt toy production to such an extent Santa would not be able to deliver any toys for another year at least, but to stop Santa from bringing Christmas joy to the children Forever Axis must Dynamite the sleigh whilst Santa is riding it, and kill Christmas forever.


(The_Jesus_Zeppelin) #5

what about a concentration camp.

or maybe a complete city, not liek goldrush. i meaqn much more detailed.

or maybe the eastern theater!


(SylverDragon) #6

Here’s one that might be different:
The capturing of the Enigma Machine. Basically, have a German U-Boat and a British destroyer, with some distance between them, obviously seperated and surrounded by water.
Initial spawn points:
Allies - inside the destroyer
Axis - Just inside the conning tower of the U-boat
Objectives:
Allies:

  • The allies would have a boat of some sort, which they ride to the axis sub, it must be manned or it starts floating back to the destroyer. Once the boat reaches the sub, the allies gain a spawn point on the outside bow of the sub, and the axis spawn would be reverted to the inside of the sub, possily the bridge or engine room, or both (selectable)
  • The allies now have 2 goals:
    1. Capture the Enigma Machine from the bridge, and get it back to the boat, once there it is secure (ala the radar parts in Wurzburg radar).
    2. Capture the Enigma code sheet from the U-Boat Captain’s quarters, the codes would be in a satchel-able safe. Return the codes to the boat, and secure.
      Axis
  • Defend the Enigma Machine and codes for 30 min.
  • Place a one time destructable (dynamite) on the destroyer, the depth charges. Destruction of which gives a 5 min. time bonus to the axis (i.e. the timer goes doen 5 min)
  • Place a one time destructable (dynamite) on the destroyer, the engine. Dustruction of which gives a 5 min bonus to the axis.

Other Items
At the very least there should be mounted MG’s on the decks of both ships. Possibly command posts inside both ships. Also a few constructable/satchel-able doors inside the ship (perhaps make the Captain’s door constructable/satchel-able, and the safe dynamite only)
Might also make the boat require building to begin with.

Well, there ya go, anyone is free to use any/all of this idea. I would do it, but after dabling with the map maker I realize just how much I suck at it, and don’t have the will/time to get good at it.


(Shiznit) #7

k me and a friend are planning to make a stalingrad map

and we’re short with ideas

just some facts of the main battle between the germans and russian would be good, since the whole of stalingrad is to big to do.

thanks in advance


(The_Jesus_Zeppelin) #8

just for some easy maps, copy some other games maps. like mohaa or bf42.


(sniser) #9
  • Something in Venice would rock… attackerse have to steal something, put it on a ship… maybe clear some watermines (not rebuildable) first or else the ship sinks when it reaches that point and the attackers loose. I would love to see a map with objectives that are kinda easy to secure (short path between obj. and capture), but 5-10 of them…

(blushing_bride) #10

there is a venice map in progress i believe, check the editing forums for details


(L2|B4tt3rY) #11

jsut make sure that all classes have uses in the map, unlick battery which is pretty much all field op and engineer at best

make sure it aint a single objective map, make sure theres a few objectives, make lots of corners and places so u can run out and rape people, tanks and trucks being escorted seem to work well IMO


(The_Jesus_Zeppelin) #12

well said, b4tt3ry. but thats that hardest thing in tho world.
i totally agree with you!

but ive made a few maps for ut03 and the dilemma ive come across is that all the players want a maps thats good for all the weapons. cause there are ussually maps that go one way or another. and ive found the same problem un et, only its alot more complicated, where as in ut you have dofferent style and types of players. in et you have all different typesd of players and then different classes. and so in all the custom maps ive played once again it goes one way or another, its either a engineers dream and a mortars hayday, or an engineers nightmare and a snipers dream. the two classes that always proves useful is the medic and fd ops! so if i were to make a map for et id make like 1 ammo and health cabnit, so then the fd ops and meds are forced to actually do their job and not just screw around and be littel pricks about ammo and health! its the most complicated thing to please everyclass, so why try. why not make maps that are more realistic and not ones that have somthing for everyclass. cause honestly are mortars really gonna be useful in a city map? and are snipers useful in a forest where they cant see crap? id focus on making maps that are realistic and not just completly fictional and have things like little sniper spots just so some people would liek the map, and bridges to build just so engineers will have xp. if i were able to take the time to make maps (take my fatass time to learn the editor) then id at least give it a shot. but i for one know its pointless to try to please everyone, cause your always gonna have a guy in the back saying it sucks. im really done ranting now!!!


(The_Jesus_Zeppelin) #13

on another note, if anyone ever reads this post again. and ahead of time sorry for spamming but i thought my last post was fat enough as it is.

i was flippin through some pages of custom maps online and saw a map that had a little of something in it that almost no other map had. somthing nice to see, and nice to kill axis soldiers on. it was somthing hat i was honestly suprised to see. grass. lots of grass. i think that be a reallt cool map. it might not have alot of signifigance but…oh well, but i was looking at it was really cool. i dont know whyt i was so amazed to see soem grass in a game but the more i thought about it, wolfenstein isdnt really an upbeat game, and i think a map of some kinda grassy knoll or maybe like a forest could really put a new face on mindless killing of the enemy!

but no seriously, grass is cool! make a grass map, or a map with lots of grass!


(DG) #14

if youre not bothered about the slightest historical accuracy you could just scrap it out up nevskiy prospekt (?), germans attacking up from the cathedral or subway and up into the winter palace - grab docs and take back to the start. backstreets, frozen canals and subway tunnels for alt routes. slightly like tram but inner city, flat, trams are underground etc… lots of mad document dashes and retrevals etc. document run maps own :smiley: else axis have to blow the bridge to prevent food supplies to the peter and paul fortress or whatever.

http://www.travel.spb.ru/theguide/nevskiy1map.html
add other subway with poetic licence. fixing/damaging tracks is an engineer objective, occasional clocktower for snipers, etc etc


(The_Jesus_Zeppelin) #15

i like dg’s idea! :clap:


(K:os) #16

I’m working on a stalingrad night map at the moment which involves the allies trying to get supplies to “Pavlov’s House”, tried to do it as close to the actual story as possible. Hopefully it’s rendering it now unless it’s crashed again so screenies later (fingers crossed)


(StormShadow) #17

Ack, im also working on a Stalingrad map…
Of course mine is set in the daytime, and it wont be too realistic :smiley:
Im only a few weeks into it, so its still lookin’ pretty rough, but there are a few screenies on my site (listed in my sig) if anyone is interested.


(sock) #18

Would certainly make a nice break from the endless WW2 maps. I’m almost tempted to open the editor and start mapping with this idea.

Sock
:moo:


(Ifurita) #19

One of my favorite maps for Q3 is still Runtfest. That rocked!!!


(Erik-Ftn) #20

I’ve been thinking for a while that there could be more complex secondary objectives in a map.

eg, have one secondary objective for each player class (use those trigger_multiple flags, use use :slight_smile: )

engys are the only ones who can switch on machines -> smoke, noise or elctricity
soldiers are the only ones who can fire heavy weapons, dont you want to fire that flak-cannon or something :slight_smile:
medics can open extra medics-tents in the battlefield
only covops can access certain areas and destroy stuff, tamper with enemy functionality or spot enemy movement
fieldops can call in airplanes or something

Also, now when we have a stargate teleporter I want a major magic ritual

eg:
five axis medics must stand in special places, one fieldop must use something (altar/ whatever) , some func_explosive must be destroyed, all at the same time / within 10 secs -> something happens (music, smoke, big doors open, … u know the stuff :slight_smile: )

make it magic/ christian/ buddhist whatever, I dont care , I want the magic :slight_smile: :slight_smile: :slight_smile:

(btw, I’ll do the scripting part. )