Requesting map concepts
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- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Requesting map concepts
If any non-mappers have a map concept they would like developed, I'm in the market for cool ideas atm
just post a heightmap sketch- a black and white image where white is maximum height a black is 0 height- and a short explanation
just post a heightmap sketch- a black and white image where white is maximum height a black is 0 height- and a short explanation
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: Requesting map concepts
you're a funny guy
Re: Requesting map concepts
i also badly require said concepts.
i've realized that although im fairly good at creating maps from an artistic standpoint, my maps arent really all that fun to play.
i've realized that although im fairly good at creating maps from an artistic standpoint, my maps arent really all that fun to play.
Re: Requesting map concepts
Dude if you wanna make some cool maps do you think you can make maps for 1v1v1 and 5 way ffa?
Im talking about something classy,no gimmicks,no crazy stuff just decent looking decent playing maps.
3 and 5 way good FFA maps are in shortage.
I mean the most played 5 way ffa maps are Azure and Star.
Azure is ugly as hell and old and star is just not good.
I was thinking about making some but instead im busy with remaking some old ones i made,and a metal map.
Good 3 way and 5 way maps are hard to make for several reasons but if you can pull it oof be sure they will get played.
Im talking about something classy,no gimmicks,no crazy stuff just decent looking decent playing maps.
3 and 5 way good FFA maps are in shortage.
I mean the most played 5 way ffa maps are Azure and Star.
Azure is ugly as hell and old and star is just not good.
I was thinking about making some but instead im busy with remaking some old ones i made,and a metal map.
Good 3 way and 5 way maps are hard to make for several reasons but if you can pull it oof be sure they will get played.
Re: Requesting map concepts
use ansiks idea of a nice 3-ffa-map, he said he got some problems with the final version, but we played some games on a beta and it was quiet fun
edit:
name was something with snow...
i added a crappy heighmap, so u see, that there are 3 ramps (one for each player) at the highest point u got some space for windfarms and in the middle was crater. the problem of the map was to find the correct heigh of the ramps, so it wouldnt end in a porcing hell
edit:
name was something with snow...
i added a crappy heighmap, so u see, that there are 3 ramps (one for each player) at the highest point u got some space for windfarms and in the middle was crater. the problem of the map was to find the correct heigh of the ramps, so it wouldnt end in a porcing hell
- Attachments
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- Unbenannt.jpg
- (11.27 KiB) Downloaded 3 times
Re: Requesting map concepts
Here is a very rough concept for a 1v1.
This is a 8x8 map.
The hills are unpassable,even with all terrain.
The metal layout should be medium low-low.
There should be some trees/alien trees and some features scattered in an aesthetic looking way on both sides.
each tree or feature should be high e but low M.
So not many features but each should give out a lot of E.
1 geo on each side.
And there should be some metal in the middle but not too much.I'd say EDIT: 1/3 /EDIT of the metal on each side.
A very simple concept but that is it's beauty.
If the texture is calm and nice looking this would be an interesting 1v1 map to play.
Its kind of like a porcy low metal high E version of small devide.
This is a 8x8 map.
The hills are unpassable,even with all terrain.
The metal layout should be medium low-low.
There should be some trees/alien trees and some features scattered in an aesthetic looking way on both sides.
each tree or feature should be high e but low M.
So not many features but each should give out a lot of E.
1 geo on each side.
And there should be some metal in the middle but not too much.I'd say EDIT: 1/3 /EDIT of the metal on each side.
A very simple concept but that is it's beauty.
If the texture is calm and nice looking this would be an interesting 1v1 map to play.
Its kind of like a porcy low metal high E version of small devide.
Re: Requesting map concepts
symmetrie saves- you can do nothing wrong if you mirror it twice.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: Requesting map concepts
a good 1v1v1 must have almost ALL the metal in conflict, otherwise players avoid combat
Re: Requesting map concepts
neddies mapconcept is kind of cool, if only we could make the frozzen lake slippery and the ice cracking under to heavy of weight and artillery
Re: Requesting map concepts
2nd Edit: moved request to more appropriate place (own thread)
Last edited by SeanHeron on 04 Jan 2010, 16:11, edited 2 times in total.
Re: Requesting map concepts
Yeah, I didn't make it because of the limitations on texturing (Reflections/Specularity, not to mention low resolution) and the impossibility of cracking/refreezing.PicassoCT wrote:neddies mapconcept is kind of cool, if only we could make the frozzen lake slippery and the ice cracking under to heavy of weight and artillery
Re: Requesting map concepts
texture limits arent that hard on me - i just bake everything in, so as long as you dont mind the ice not mirroring anything moar than the skybox that is no showstopper. What really sucks is the freezing part, although, if we could get it really easy to deform, and really acid water, and a widget that slowly resets the landscape... welll we could do it, just would be beautifull..neddiedrow wrote:Yeah, I didn't make it because of the limitations on texturing (Reflections/Specularity, not to mention low resolution) and the impossibility of cracking/refreezing.PicassoCT wrote:neddies mapconcept is kind of cool, if only we could make the frozzen lake slippery and the ice cracking under to heavy of weight and artillery
This is a texturing sample of VertigoThanatos, unprocessed, uncoloured, unshooped and with no real reflection rendering applied..
Re: Requesting map concepts
I made a sketch, bit different(porcy?) 1v1 map. Black is water, next color is fords. Tanks pass 1 gradient change, bots/hovers pass 2. Or some bot hills might not be for hovers. White hills allterrain only.
Few mexes in middle, to get more incentive to go to the corners fast. Otherwise not sure about mex layout, stuff can change
Some possible changes:
Extend water to north and east
Remove mid lake
Change mid lake to bot passable hill
12x12 probably would be best
Mex value ~2, decent wind and decent/low tidals maybe
If someone wants more thoughts on the concept, ask :D
Few mexes in middle, to get more incentive to go to the corners fast. Otherwise not sure about mex layout, stuff can change
Some possible changes:
Extend water to north and east
Remove mid lake
Change mid lake to bot passable hill
12x12 probably would be best
Mex value ~2, decent wind and decent/low tidals maybe
If someone wants more thoughts on the concept, ask :D
- Attachments
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- sketch.jpg
- (17.14 KiB) Downloaded 3 times
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: Requesting map concepts
hmmp, well, my current project is suffering from a lack of interesting heightmap
im going to screw around with its heightmap on paint and get back to you guys in a day or two
im going to screw around with its heightmap on paint and get back to you guys in a day or two
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Requesting map concepts
FFA is sorely lacking. Please make 4way, 5way, 6way, 7way, 8way and 9way maps. The more the better. Why do I ask this? Because having this wide selection makes it convenient to start games no matter how many players you have in your battle. If one suddenly leaves or two suddenly join, you'll be set.1v0ry_k1ng wrote:If any non-mappers have a map concept they would like developed, I'm in the market for cool ideas atm
just post a heightmap sketch- a black and white image where white is maximum height a black is 0 height- and a short explanation
Re: Requesting map concepts
remake this: http://www.springfiles.com/show_file.php?id=468
with a nicer texture.
but keep the trees, its one of the few maps where they actually make sense.
with a nicer texture.
but keep the trees, its one of the few maps where they actually make sense.