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Sippenhaft
15th November 2005, 17:25
I have a UNIQUE map idea that I would like to give to a mapper to build. Anyone interested PM me. :drink:

kamikazee
15th November 2005, 17:45
As has been stated before, it's best to share your idea or build it yourself.
Panther (or is it Way2Evil that I should call him) once posted such an idea, and it actually has been made by Loffy.
(Seems Loffy has used his wonderfull collection of prefabs, but it actually worked out as it should.)

If you're not that keen on sharing your idea, you could give mapping an attempt. That way the map is built when you want it and the way you want it. (Ok, as best if you could since learning to map good is quite a long way)
If you would prefer the last option, search this subforum, eventually you could take EB's RTCW:ET mapping tutorials (http://www.spyjuice.com/ld.htm) for a start.

Sippenhaft
15th November 2005, 19:25
I have given mapping a try but just dont have the time to do it.

I dont really want to post my idea because I am looking for someone who is really serious about doing it. I also want to keep it UNIQUE as possible and dont want a sudden onslaught of similar maps all of a sudden. I assure you this idea is unique and has not (as far as I know) been done before.

]UBC[ McNite
15th November 2005, 19:55
Not that I m interested at all, but to find out whether I could possibly maybe interested I d need to have a good idea about it first... so I really recommend you post your idea.

carnage
15th November 2005, 20:19
I dont really want to post my idea because I am looking for someone who is really serious about doing it. I also want to keep it UNIQUE as possible and dont want a sudden onslaught of similar maps all of a sudden. I assure you this idea is unique and has not (as far as I know) been done before.

i cant see how anyone could be serious about comiting the time needed to make a map before they have seen it

as far as stealing you idea. there is no garantee ppl will even like you idea. and anyone who now is likly to steal you idea and just stop whatever project they are workin on now i woul say are unlkey to finish it as they will just stop when the next idea comes along

realy its best to just get your idea out there. so come on let us have it

kamikazee
15th November 2005, 20:41
And even though you want to keep your idea unique, it can sometimes be nice to have 2 mappers have their own look on a certain concept.

Sippenhaft
15th November 2005, 21:17
Alright...the map itself would (imo) be "simple" to build.

Picture this:
An AXIS POW camp is centrally located on the map. It would consist of buildings, MG emplacements, guard towers, etc. The entire camp would be surrounded by a barbed wire fence (a couple of GATES to get in)

There would be a large DEEP river on the north east corner.

Mountains to the southeast,south,southwest,west,northwest,north (this is the outer ring of the map

The allies spawn would be behing the mountains to the southeast.
Thier OBJ is to:
gain access to POW camp, rescue two POWs, get them to waiting truck and drive truck off map.
They need to build truck bridge over river and a footbridge over river.
footbridge is one way to get to camp
The UNIQUE part:
some engineers need to DIG two tunnels from behind the mountins to under the camp!
The tunnels would be dug in multiple sections and each section could be destroyed by axis satchel charges (except the final stage of the tunnel, those would need to be blown by TNT so an AXIS cov opt could not just stand there dropping stachel charges on the tunnel(s))

Mountains provide sniper cover of allies.
Axis have a bunch of towers and MGs to defend.

Im sure you get the idea...

Ifurita
15th November 2005, 21:56
How would your tunneling dynamic work and how many sections are you talking about? Are engineers blowing something up or are they doing a reverse constructible?

nUllSkillZ
15th November 2005, 22:00
There's already a POW camp map.
Allies have to steal documents.
And without tunnels.
Unfortunately don't remember the name of the map.

kamikazee
15th November 2005, 22:12
I'd go for "rescue the POW" as main objective.
This can be split up into two primary objectives: "get in the camp and open the prison doors" and "get the truck to the escape point"

Secondary objectives would be building the tunnel or footbridge. (You should allso be able to swim to the island, however it should be significantly harder due to the barbed wire and MG cover.

I'd propose an inverse construction, like constructing the pilars to hold the ceiling. Of coure, the ruble would suddenly disappear...
You could make it so that both the allies as the axis need to blow stuff up, but this would be significantly harder to make and script. (Maybe two constructions? I thought it is possible to "build" them from script...)

Ifurita
15th November 2005, 22:26
One technical difficulty I can see is the length of the tunnel segment. If it's too short, then you have engineers spending most of their time digging the tunnel, which isn't that interesting. If the tunnel segment is too long, then axis can plant dyno as soon as they hear the construction sounds, which could then blow up before the allies ever get a chance to get down the tunnel to defuse. Once the dyno goes off, the tunnel fills again, instantly gibbing anyone inside the segment, which wouldn't be too much fun either.

Sippenhaft
15th November 2005, 22:29
The POW camp is not the unique part, the tunnel building is.

I guess it would be a tunnle there with rubble,(like the map V2 rocket I think, when you need to get rocket on train and drive train to end...in that train tunnel is a construction spot to so train can pass...this would just be so players can pass...) and the engies are basically clearing the rubble in the sections. I would say at least 5 sections. 4 tunnel sections that can be satcheled, and the final section/EXIT into camp can be blown with TNT by axis.

The objs where as you said, get in camp, get obj out, drive away on truck.

Sippenhaft
15th November 2005, 22:31
Maybe if the scripting is too hard, have the allies build the tunnel, and the axis can stop the allies from using it by FLOODING IT.
Maybe make a pump house or something like in OASIS that the allies can keep rebuilding to UN-Flood the tunnel and axis can keep blowing it up... :cool:

carnage
15th November 2005, 23:11
the unique idea of tunnel building how now been reaplaced i see...

i have made test maps for rtcw where tunnels had to be made using dyno. to be honest its not realy adding too much and is pretty boring as an objective

the thing about pow maps i see is the lack of pows. if an experainced mapper were to take this up they might wana think about using an idea i have been tinkering with but not realy had time to do much with. (actualy i stole the concept from the WW mod for rtcw)

take a rtcw player moddle, give it a new skin to make it look like a new class. give it animation of some sort of idle pose. then make another with a running pose etc for all animations needed

set them up as tanks then doing some clever starting stoping animation and switching between script_movers in the script you might be able to make the apearance of a NPC. i think he would have to be invincible as otherwise the engineers would have to reapair him...

then maby have something like get the truck into the base. blow off his prison door. escort him to the truck he jumps in the back. then u get em both to safety

still a very complex script but if it could work im pretty sure ppl would want to play it....

just another though here... if you could make the NPC damageble by gunshot then maby you could have him die and then respawn in his cell etc. in fact there are prob hunderdes of things that could be done. i think i cna even get a way where you could get the NPC to use a fake weapon in a way

Sippenhaft
15th November 2005, 23:39
otherwise the engineers would have to reapair him...

Or somehow have the MEDIC revive him! :eek2:

I just want to see some tunnlers...I like the fighting in the underground close combat type stuff. If any of you think you may give it a go please let me know!

carnage
16th November 2005, 07:38
Or somehow have the MEDIC revive him!


... i supose you could make a trigger that filters out medics on the same team...

I just want to see some tunnlers...I like the fighting in the underground close combat type stuff. If any of you think you may give it a go please let me know!

isnt there enough of this in oasis

Sippenhaft
16th November 2005, 07:55
isnt there enough of this in oasis

I want the engineers to BUILD the tunnels

and as for the POW, can you script it so he cant be killed, and when an AXIS player is near him he goes towards the CAMP and when an ALLIED player is near him he goes towards FREEDOM!

Food for thought. :beer:

carnage
16th November 2005, 08:02
I want the engineers to BUILD the tunnels


then would not both teams have to enter the tunnels from the same direction. not sure how that would pan out gameplay wise

Sippenhaft
16th November 2005, 08:11
both teams have to enter the tunnels from the same direction

NO, allies enter tunnel at one end and start "building it" there is an outlet that it connects to on the AXIS end. Like baserace, there is an entrance at each end. Maybe even let the axis build a barrier on their end.

SenF|Doddsy
16th November 2005, 12:40
both teams have to enter the tunnels from the same direction

NO, allies enter tunnel at one end and start "building it" there is an outlet that it connects to on the AXIS end. Like baserace, there is an entrance at each end. Maybe even let the axis build a barrier on their end.You say you like the underground close combat stuff, but until the engineers blow their way through all that tunnel (1 segment at a time...) there wont be any combat there unless the Axis foolishly decide to go round and enter the tunnel from the allied side... Ofc, once the tunnel is built (if indeed it is possible - I dont know 'cos I dont map!!), then there is fighting, until the axis blow up the tunnel and its back to square one.

kamikazee
16th November 2005, 13:11
Maybe you could put it so that the truck needs to go trough the tunnel. (Eg the tunnel may be an alternative, underground entrance to the camp)
Axis have partially blown the tunnel so there are piles of rubble everywhere. Allies need to clean this up before the truck can move on.
At the same time, some other tunnels can be dug out, but just simply bu 'using' the wall for long enough. Those shouldn't be able to collapse. (Allso, play a shovel sound when using the wall)

Sippenhaft
16th November 2005, 15:04
there wont be any combat there

Sure there will, the allies would have an alternate route in above ground to the camp. And those allies that are not engies need to protect the engineers from axis runing in the tunnel behind them like you say.

carnage
16th November 2005, 17:25
i think you haev realy picked a bad map for your idea. POW camp tunnels are small and made for one man to tighlty get though as digging big tunnels would take longer and have more problems. also tunnels are supost to be secret and seems unlikly that ppl would break into a pow camp then tunnel out

your ideas and senario dont realy fit too well imo

if you want close quaters combat in tunnels and stuff then perhaps base a map on a cave walk or something. having been on one i though it would make for interesting playing. but also note that caves are notoriously boring to make and VERY time consuming. so gl with finding sum1 to make a map with a lota tunnels

Sippenhaft
16th November 2005, 18:35
your ideas and senario dont realy fit too well imo

How do you figure? Haveing the allies dig tunnels to extract POWs is a FACT from WWII. Numerous MOVIES have been made about the subject too. Maybe you need to re-read my idea. After the original post of the idea, people brainstormed and threw in other ideas. Im surprised someone from VENOM would make such a comment.

Ifurita
17th November 2005, 01:20
I think the concept is fine, but there are some mechanics you have to work out (see my post above) to make the dynamic both true to your vision but fun to play.

<MH>#DeatH**]SF[
17th November 2005, 01:43
Im making a new map.........similar in style to this one http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=11997&highlight=caves which i lost when my computer crashed. There will be plenty of tunnel fighting here.

Sippenhaft
17th November 2005, 03:08
Im making a new map.........

Cool, let me know when you get it working and we can put in on our server

Thanks for all the input gents

carnage
17th November 2005, 07:11
How do you figure? Haveing the allies dig tunnels to extract POWs is a FACT from WWII. Numerous MOVIES have been made about the subject too. Maybe you need to re-read my idea. After the original post of the idea, people brainstormed and threw in other ideas. Im surprised someone from VENOM would make such a comment.

it is the fact that during a battle with the enamies the allies still think it better to tunnel out than just fight there way out after they are alread in combat with the axis

]UBC[ McNite
17th November 2005, 11:06
that caves are notoriously boring to make and VERY time consuming
True as long as you compare a proper cave to your average simple room. But when you do a proper room with good interior, it takes as much time as a decent cave with realistic looking walls and ceiling imo. The difference lies in the visual quality of the room, and I m not talking about putting some prefabs in. When you do caves with low visual quality though players indeed might get claustrophobia and nobody wants to spend much time on the map.

For a reverence: see 2nd and 5th pic of this thread (http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=13196&highlight=theriver+ii+redux) for a glimpse on proper cave walls and ceiling, and check 4th and last pic for proper interior of a room.

]UBC[ McNite
17th November 2005, 11:19
Took some more pics of the cave of my map TheRiver II Redux cuz there s no pic of it in the thread i mentioned above.
As you can see, the rock is not made in the rough edgy style you get in fueldump, which is why it takes some hours to get a cave like this working.
Size of the cave is about 600x1200 units in Radiant. Its good for some close combat, but you don't want to get stuck in that area for several minutes, cuz that s going to be spammy and boring.
So I d say, yea caves are good for some action, but only for like 20-30% of a map, not more. First you need visual variation, and then if you really go for cave-fighting only, you need a fantastic layout of objectives to keep the gameflow going.

http://83.142.49.136/river/picsforum/pics_river3_tests/theriver2redux_cave1.jpg

http://83.142.49.136/river/picsforum/pics_river3_tests/theriver2redux_cave2.jpg

http://83.142.49.136/river/picsforum/pics_river3_tests/theriver2redux_cave3.jpg

eRRoLfLyNN
18th November 2005, 04:23
I often thought about a map where the attack "dig" a hole/tunnel rather than build somethin. Very possible (i think) and would make a nice change. :]

Would also be good for the defenders to blow say a rock up to fill the hole again. No good for competition stuff, but potentially great fun for a big pub server!