Message to Halibador

Discussion in 'Mapping' started by Private Sandbag, Jul 10, 2006.

  1. Private Sandbag

    Private Sandbag Member

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    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
     
  2. MrBojangl3s

    MrBojangl3s Member

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    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...
     
  3. halbalbador

    halbalbador Member

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    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.
     
  4. cpugeek

    cpugeek Member

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    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.
     
  5. halbalbador

    halbalbador Member

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    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 ;)
     
  6. dnc

    dnc Member

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    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.
     
  7. Private Sandbag

    Private Sandbag Member

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    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.
     
  8. Private Sandbag

    Private Sandbag Member

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    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?
     

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  9. L3TUC3

    L3TUC3 Member

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    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.
     
  10. knighttemplar

    knighttemplar Member

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    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?
     
  11. halbalbador

    halbalbador Member

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    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.
     
  12. Lanic

    Lanic Member

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    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.
     
  13. mr_quackums

    mr_quackums Member

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    sewer!?!?! have all my dreams come ture?
     
  14. Caelo

    Caelo Member

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    I see arti abuse :D (unless the map is really really big)
     
  15. Broccoli

    Broccoli Member

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    I like it!

    tall buildings = useless arty = good :)
     
  16. Caelo

    Caelo Member

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    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....
     
  17. Private Sandbag

    Private Sandbag Member

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    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.
     

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