When planes are out I want a 1:16 infantry-only city map. It would be great to take 2 hours of running untill you meet the enemy, die, and have to run all the way back.
If you want to create a 16x map now, just add @mapsize(-262144, 262144) to your fgd (at the top). Restart hammer and you *should* see the grid increased by size 16x. I can't guarantee it'll work at all, but it worked when i added 1024 units.
(oh and btw i didnt im not gonna go all out and make a map 100% unless i reli feel like it i just wanted a design so i could arse around)
is the toturial of that generator outdated? because when I try to use flattten it doesnt work properly... anybody have any idea of how I can do the same thing as in the editor? and slithzerikai, yes please
Little concept, thought I'd show it to know what to change, or if it's a good concept to keep bothering with at all. As you can see, bridges are rather easy to control. Cities with low-story, but large buildings make for alot of room for close combat, yet it's based on the field combat. It's not the biggest size of map, but it's bigger then the current no doubt. Also, the island that holds 4 resource points can NOT be reached by vehicle. And there will be alot of stealthy swimming done when bridges are taking too. This map is a little example on how ambushes, close combat, combat in open field and stealth all have their place. Also. Aircraft could work on this map, but the map isn't so big that you need to save up for a plane to get anywhere. I asume the road's huge, so it isn't as small as it seem, but still-
Its best to stick away from "Super Rez Nodes" because once one side controlls it its pretty much gg... As a counter balance try to make another one; so that if one is taken there is still another zone...
The island looks too easy to defend (L3 MG = win) And the roads could be a little curvier. It's a good start though.
Don't forget the amazing potential air strikes could bring. They could probably kill all those turrets for infantry to move in, place their own, and demolish the AA turrets. With aircraft I assume this island will be harder to defend then most think.
It was too plain for my taste so I added some higher ground: And that should make those BE res nodes easier to defend as the one in the NF end are already bottlenecked by the bridges.
personally, I think it would be best if Supaste started with a small map. personally, i think small maps are best for this mod anyway. this mod needs more maps that can be played with small servers, as it's easier to get a game started that way, and the action is more intense when it occours. take canyon, for example. now I'm not trying to push my district size map, becuase that would be a really.... c£$%-ish thing to do. but it will be easier for any mapper, and funner to play....?
why not make a conquest map that is based around vehicles? All it needs is to be symetrical, some roads going in a circle and lots of cover edit: heres an awful example with really bad proportions I think this game could use some vehicle maps, with all research, and just awesome team tank battles. My map design isnt that great, and would be just pure shite with those proportions, just trying to give you guys some ideas Besides making a map for vehicles, means you dont have to compete with other maps, in prettyness (or pro for that matter), it can be a very ugly but very entertaining, something like siege for ns