From what I've seen, you have serious mapping talent. could you please design a medium sized map for this game, perhaps 1/2 the size of emp_cyclopean. because this mod really needs more smaller maps, not as small as district but not too large. and keep up the good city/z-axis mapping. thankyou
If it's a city map, can you make it to where we can travel across the map in buildings? Like if the buildings in District were all connected, so it's not linear and it's more in-depth...
I've actually drawn out the next map, and unfortunately I plan on making it very large. I was thinking of making a city floating on water. The mod does need more medium-sized maps like crossroads. I havent started this next map at all, however... so I guess I could make it any way but I have a layout drawn that really interests me.
The problem with medium sized maps is they usually fall prey to artillary tactics. I tend to like larger maps, personally, but thats just my opinion.
I think every map that artillery can shoot through falls prey to artillery tactics. I just think that artillery takes longer to get into firing position when the map is large
yeah but arty do have a disadvantage when it comes to fog, so thats why i put fog in mine... even though its very big and very open.
Well a city map should block most arty. you could have a central street where arty could be used, and raised bases which arty could fire from, into the city. actually, this gives me a great idea for a map design.
Here it is. KEY: Grey = Building Brown = path Thin = too thin for vehicles Red = raised area Light green = sewer entrance yellow = resorce node deark green = obstical or impassable terrain feature (such as a statue) turquois = building entrance the bases are top left and bottom right, quite obviously. what do you think?
Hmm, that might actually work. The streets will turn into a mining disaster though. Also, there isn't a wide path to the top left corner while the lower right does have one.
looks intreging, i'm thinking Tattoine from SW battlefront maybe give the top right another sewer entrance. Will people be able to hop up on all the buildings?
what if you turned the yellow dots into neutral flags that both teams had to capture instead of this being an RTS style map? with such a complex map with so little room to build I think that would be really interesting.
that would be a very interesting urban map to play on. i like halbalbador's idea of netural flags, maybe have a prop that looks like a generator, or some other small resource giving machine near it.
well in that case it would work yes, but still... when creating a map, people should consider all the bug abuse and stuff people use.... when I look at this map, the layout, I see mine spam () and arti abuse....
there are many routes, and the buildings will be enterable. what I'm looking for is people to be encoraged to stick in squads, and I would really like to see more close range fighting. at the moment, with the majority being huge maps, we get too much long range fighting. working your way inside a building would be awesome. If walls stop arty blasts (which i think they do) then arty would be just about useless.