Urban Map Concept 01

Discussion in 'Mapping' started by Jessiah, May 12, 2009.

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Please rate this layout and concept

  1. Five

    0 vote(s)
    0.0%
  2. Four

    4.8%
  3. Three

    38.1%
  4. Two

    14.3%
  5. One

    9.5%
  6. Zero

    33.3%
  1. Jessiah

    Jessiah Member

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    Since I'm crap at Hammer, and PlayUp appears to fail with every attempt, I'm going to start posting map layout concepts. Each concept will be accompanied with a rough layout made in SketchUp. You can download the file and and look around it with Google SketchUp Viewer. Ignore the numbering, it's just incase I come up with another urban map concept so that the threads can be differentiated. Anyone can do whatever the hell they want with this. Make modifications, make a map, tell me its crap, etc. This is just how I envision this layout and gameplay. Change it as you see fit.

    emp_urban_concept_01
    Overview:
    [​IMG]
    (No the penis shape was not intentional :pathetic:)

    Isometric 1
    [​IMG]

    Isometric 2
    [​IMG]

    Legend:
    Infantry Only
    Triggerable Doors
    Vehicle pad. Has buttons for Vehicle Creation Entities
    Stronghold. Contains final flag, large building
    Inaccessible roof
    Flags Capturing the enemies 2nd flag (the circle one) opens the purple doors for your team, allowing vehicles to advance for the final assault on the enemy stronghold. Losing this flag closes the doors and activates a kill brush to empty the passageway in 20 seconds.
    Capturing middle lowers the barrier on your side so tanks can provide long range support down the street. Neutral middle raises both barriers.

    Overview:
    Every flag is a spawn point and has health and ammo crates. Streets would have alcoves and alleyways for infantry cover. 2 people per flag. Teams start with square and triangle flags. Flags would have cover scattered around them. Middle is utterly impassible, infantry must take next flag to enable vehicle support.

    Vehicle spawners:
    Limited to a single APC config, and a single LT/AFV (no MKII's because BE with HE vs NF with ML is unbalanced on this type of map, any other wepons make the MKII's kind of useless) config. Likely full paper armour for both, a CG and GL and the APC, CN, MG, ML for LT/AFV.

    Engineer Restrictions
    No walls. No level 3 turrets.

    emp_urban_concept_01 SketchUp file
    Google SketchUp Viewer
    Google SketchUp
     
    Last edited: May 17, 2009
  2. Lumi

    Lumi Member

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    The middle section looks like a penis.

    Besides that, it seems to lack open areas.
     
  3. Jessiah

    Jessiah Member

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    It LACKS open areas? Theres absolutely no cover (not doing detailing on a rough concept), its all open :|
     
  4. Lumi

    Lumi Member

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    I'm not all to clear on the scale of the map but it appears to be small, long roads with a bunch of little alleys.
     
  5. arklansman

    arklansman Member

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    All the parallel alleys remind me of the chases in scooby doo where they are running between all the doors in a long hallway.
     
  6. Jessiah

    Jessiah Member

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    It would be nice if people used the poll :|
    Even if it is a ton of 'Zero's.
     
  7. arklansman

    arklansman Member

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    Better?
     
  8. Jessiah

    Jessiah Member

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    Jerk <_<
     
  9. Mageknight

    Mageknight Member

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    I don't know. I'd say 3. Looks like some linear infantry combat, which could either be interesting or boring depending on the nitty-gritty details of the final map. It's hard to tell just from the sketchup.
     
  10. Jessiah

    Jessiah Member

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    Ark you do not count as 101 votes D:
     
  11. mr_quackums

    mr_quackums Member

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    obviously he does
     
  12. Trickster

    Trickster Retired Developer

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    He is pretty fat...
     
  13. Chris0132'

    Chris0132' Developer

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    You do realise you could just give BE and NF 2 slot cannons don't you? Vehicle spawners don't have to follow chassis restrictions.
     

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