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Anthem
Posts : 268 Join date : 2009-08-13 Age : 31 Location : Ohio
| Subject: Map: Mon Aug 17, 2009 3:36 pm | |
| Design a map, I'll make it. Make a simple blue print. Try not to make curves, it takes too long for my liking . I will probably mesh a few ideas together. Obviously we will adopts the regular standard of splitting up the power ups (armor and health), but label the areas when you make the blueprint. Make boxes and shit on paint and try to describe the map well when you post it. | |
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titan
Posts : 437 Join date : 2009-08-14
| Subject: Re: Map: Mon Aug 17, 2009 3:37 pm | |
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tool
Posts : 537 Join date : 2009-08-13 Age : 34 Location : California
| Subject: Re: Map: Mon Aug 17, 2009 3:41 pm | |
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Anthem
Posts : 268 Join date : 2009-08-13 Age : 31 Location : Ohio
| Subject: Re: Map: Mon Aug 17, 2009 3:47 pm | |
| - tool wrote:
- but curves are fun >.>
I'm not the best mapper in the world, but I can try . I prefer not to do curves because it won't come out at its best if I do curves. Also, try to create an inside environment. It can have an open roof so you can see the sky, but try to keep it realistic for my skill level . If you guys give me really complex designs I will dumb them down for my level as well. Also, I can make cylinders and circles easily so those are allowed. | |
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titan
Posts : 437 Join date : 2009-08-14
| Subject: Re: Map: Mon Aug 17, 2009 4:16 pm | |
| I PRESENT: RPSDM1_BETA LOL the scribbled bits and places where you cant go obviously the teleporters are color coordinated i.e blue goes to blue the number 1. represents where the teleporter actually is and the number 2 represents where you come out! the squares with a bunch of lines are meant to be stairs as you can see the stairs are both connected by a long bridge type thing which will be really high so that you cant rj or anything, you can only get their via the stairs the big room with all the circles is gonna be like a great hall! and the cirles are pillars (decorative and for using as cover ) that's my first draft! I want the map to have a castle sort of look! with an open roof in some places with snow falling in.. maybe we could even put in like a courtyard or something!!! =) | |
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Anthem
Posts : 268 Join date : 2009-08-13 Age : 31 Location : Ohio
| Subject: Re: Map: Mon Aug 17, 2009 4:22 pm | |
| Giant stairs = bad gameplay. The bridge should be high enough to rj to. I will take everything else into consideration and make a very rough draft. More suggestions will change this draft until it is finalized . Also, for those who don't know, if you hold shift while using the line tool it makes perfectly straight lines. | |
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tool
Posts : 537 Join date : 2009-08-13 Age : 34 Location : California
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tool
Posts : 537 Join date : 2009-08-13 Age : 34 Location : California
| Subject: Re: Map: Mon Aug 17, 2009 5:45 pm | |
| here's my idea to start off with the colors, blue is quad damage, yellow are bounce pads, and green are items spawns (weapons, armor, health, etc.) The map I think would be best for a 3v3 or 4v4 TDM match, but I suppose it could be CA for fun since there will be a lot of space to move around, yet also a lot of cover. Now, to begin, the hexagon shapes in the 4 corners represent pillars. This map will have 2 levels, above ground and a bit underground. The pillars, as you can see, have item spawns on them. You can either rj up there or use the bounce pads. Next, you see the stairs in the middle. Those are small steps. The stairs in the 2 corners of the map are rooms similar to q3dm3 where the grenade launchers are. The other 2 corners are flat with no stairs. Then we move to the middle. You'll notice the long hallways stretching out from quad. Those are underground tunnels that lead to the bounce pads. *Note, they are not to scale. These are meant to be short hallways. Now, the bounce pads will have enough strength to boost players up onto the pillars to get the very top items. I was thinking of putting an X-shaped bridge connecting the 4 pillars, since it seems kind of boring just to have pillars and space, with red armor or mega health in the middle of that bridge. Tell me what you think | |
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Anthem
Posts : 268 Join date : 2009-08-13 Age : 31 Location : Ohio
| Subject: Re: Map: Mon Aug 17, 2009 5:54 pm | |
| - tool wrote:
- here's my idea
to start off with the colors, blue is quad damage, yellow are bounce pads, and green are items spawns (weapons, armor, health, etc.) The map I think would be best for a 3v3 or 4v4 TDM match, but I suppose it could be CA for fun since there will be a lot of space to move around, yet also a lot of cover.
Now, to begin, the hexagon shapes in the 4 corners represent pillars. This map will have 2 levels, above ground and a bit underground. The pillars, as you can see, have item spawns on them. You can either rj up there or use the bounce pads.
Next, you see the stairs in the middle. Those are small steps. The stairs in the 2 corners of the map are rooms similar to q3dm3 where the grenade launchers are. The other 2 corners are flat with no stairs.
Then we move to the middle. You'll notice the long hallways stretching out from quad. Those are underground tunnels that lead to the bounce pads. *Note, they are not to scale. These are meant to be short hallways.
Now, the bounce pads will have enough strength to boost players up onto the pillars to get the very top items. I was thinking of putting an X-shaped bridge connecting the 4 pillars, since it seems kind of boring just to have pillars and space, with red armor or mega health in the middle of that bridge.
Tell me what you think A bit too open for my liking. I think since we are playing more insta we won't be using this map a lot. However, with that aside it looks like you had more of a plan than titan to create a central portion of the map. I will take these ideas into consideration and add them to the rough draft! P.S. SHIFTTTTTTT YESSSSSSSSSSSSSS | |
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tool
Posts : 537 Join date : 2009-08-13 Age : 34 Location : California
| Subject: Re: Map: Mon Aug 17, 2009 5:56 pm | |
| thanks Kev | |
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titan
Posts : 437 Join date : 2009-08-14
| Subject: Re: Map: Mon Aug 17, 2009 6:04 pm | |
| your map sucks dick stop trying to upstage me | |
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Anthem
Posts : 268 Join date : 2009-08-13 Age : 31 Location : Ohio
| Subject: Re: Map: Mon Aug 17, 2009 6:04 pm | |
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Creamy Cow
Posts : 69 Join date : 2009-08-14 Age : 31 Location : Las Vegas
| Subject: Re: Map: Mon Aug 17, 2009 6:08 pm | |
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tool
Posts : 537 Join date : 2009-08-13 Age : 34 Location : California
| Subject: Re: Map: Mon Aug 17, 2009 6:16 pm | |
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titan
Posts : 437 Join date : 2009-08-14
| Subject: Re: Map: Mon Aug 17, 2009 6:43 pm | |
| I PRESENT MY LATEST CREATION | |
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tool
Posts : 537 Join date : 2009-08-13 Age : 34 Location : California
| Subject: Re: Map: Mon Aug 17, 2009 6:46 pm | |
| rofl...make them smaller ffs...and use SHIFT | |
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Anthem
Posts : 268 Join date : 2009-08-13 Age : 31 Location : Ohio
| Subject: Re: Map: Sat Aug 22, 2009 6:40 am | |
| Just a brain storm. Black = higher level. Yellow = lower level. Blue = hallway or ledge that leads to the different area. Red boxes designate new areas (for instance, quad, upper hallway, yellow armor, etc). | |
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tool
Posts : 537 Join date : 2009-08-13 Age : 34 Location : California
| Subject: Re: Map: Sat Aug 22, 2009 9:31 am | |
| I still like the X-bridge with a hole in middle to drop down to quad | |
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titan
Posts : 437 Join date : 2009-08-14
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titan
Posts : 437 Join date : 2009-08-14
| Subject: Re: Map: Sun Aug 23, 2009 1:52 am | |
| this took me a good 40 mins but i've finished | |
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Anthem
Posts : 268 Join date : 2009-08-13 Age : 31 Location : Ohio
| Subject: Re: Map: Mon Aug 31, 2009 3:50 pm | |
| I am currently developing two maps to help me shake off my rust. If my ideas come out better than planned then I may release the maps as the first rps map(s). | |
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tool
Posts : 537 Join date : 2009-08-13 Age : 34 Location : California
| Subject: Re: Map: Mon Aug 31, 2009 4:12 pm | |
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titan
Posts : 437 Join date : 2009-08-14
| Subject: Re: Map: Mon Aug 31, 2009 5:34 pm | |
| good stuff | |
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