need some ideas for a new map ...

need some ideas for a new map ...

Discuss maps & map creation - from concept to execution to the ever elusive release.

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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

need some ideas for a new map ...

Post by genblood »

Hi ALL,

My last two maps where different and some didn't like
them ... :roll:

So, I'm looking for ideas for my next map...

Do you want a water map or ground map .....?

What size map ... big or little ..... ?

Do you want buildings .... like farm houses ... grain towers
and stuff like that ...?


I plan on trying to make a map most will like ....

Post your comments .....
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

A true urban map would rock. As in, fighting in a dense CITY, where the buildings dwarf the units, and I can hide units behind buildings.

Your last map was a decent start, but it was far too spread out for the style of gameplay I'm hoping for. I'm talking about fighting block by block for valuble metal/geo areas.

Speaking of metal, any map that has three valuble areas (with two, each player can grab one and be equal, but with three one player will always have some advantage from having two) instead of just one in the middle would be very nice. I'm getting sick of the rush to the middle gameplay that 70% of maps demand. Besides, holding a single point is rather boring.

This means no more metal maps. Honestly, they all play the exact same way. Stop making them. Please. There are plenty as it is.

So yeah, a Spring map version of new york city, using semi-accurate models with enough buildings in a small enough area that the only way to see the entire map would be to flood the air with peepers, would be nice.

NYC is just an example. Any true urban map with more than one important strategic spot will make me happy.
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Please don't encorage him to make another urban map unless he's going to listen.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Id rather wait for the new map format for urban maps as large features will be properly supported. Imagine massive building complexes that destroy through multiple feature levels before they are acctually dust.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

What will the new map format do for features exactly? And smoth has already proven that the hit boxes are cubes (or rectangles, if you want to be picky), so I dont see the problem with making an urban map now, besides the lack of urban features.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Maelstrom wrote:What will the new map format do for features exactly? And smoth has already proven that the hit boxes are cubes (or rectangles, if you want to be picky), so I dont see the problem with making an urban map now, besides the lack of urban features.
I think planes won't read overly large hitboxes properly, hence why gorm was filling his big trees with land on his map.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

CORRECT!

While the hitbox or whatever does actually work right.. as long as the building is upright.. ocassionally very tall features do blink out of sight. Also aircraft fly right through them instead of around.
Das Bruce wrote:Please don't encorage him to make another urban map unless he's going to listen.
heh, good luck... Be nice... - moderator
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

So then it is possible... but will leave you bleeding and brain damaged on the floor?

Ya know, when I think about the last thread, that sounds about right.
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BvDorp
Posts: 439
Joined: 14 Oct 2005, 12:09

Post by BvDorp »

Now be nice Bruce ;)

An urban map would be awesome! Perhaps some C&C:Generals like map? Would be a huge project, but certainly fill a gap :)
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

i would say try to spend more time on it. and try to get to perfection!
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Make a map which looks completely radical, like nothing ever released for spring before. Make it truly unique, and rely heavily on a colourwheel for effect.

Also maybe a map that is designed fromt he very beginning around being atmospheric.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Make a jungly/boggy map!
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Lindir The Green
Posts: 815
Joined: 04 May 2005, 15:09

Post by Lindir The Green »

Well, I want to see another riverdale-like map, with rolling hills and forests.

It might also be interesting to make a map where you actually have to find your opponent, but I havent figured out how to do that. Maybe have lots of hills that block radar and los and have there be no metal, so people just build a hidden base at an unknown location...
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Caydr wrote:There are so many maps which are, to be honest, just not at all fun or well-designed. Too many people make a map just because they thought it'd be an interesting project or whatever. They have no real goal in mind, just "I wanna make a map that's k00lzo0rzz!". People need to actually have a plan in mind, like:

"I want to make a map that's playable in a 3-way FFA because there's just not a whole helluvah lot of 3-way FFA maps and I enjoy that kind of game. To keep my map from being redundant, I will:

a) have [very little/lots] of metal/have [very little/lots] of wind/have [very little/lots] of geothermal vents
b) features water in ways that would potentially open up previously unthought-of methods of attack
c) features unique terrain deviations
d) makes elegant use of typemap to make "highways" from one area to the next
e) have [low/high] gravity
d) give some players an advantage in metal while others have an advantage in energy
f) make clever use of terrain features
g) make a normally uncommon strategy more useful
h) have areas which can only be traversed with aircraft
i) have water that slowly damages units but which could possibly be used for getting the jump on someone by using amphibious units
j) be specially designed with one mod in mind because most maps don't play very well/convincingly with aforementioned mod

...and so on. Making maps for the sake of maps, just like making units for the sake of units, is counterproductive.
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

i call for a true urban map too
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Don't ask for something he can't deliver. I doubt even the most experienced spring mapper could do a decent urban map, so don't ask a relative newcomer to do one.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Genblood has produced no less then a dozen maps Caydr, some of which are amounst the best looking TAS has seen so far. I agree with you that it would be beyond his capabilties, but that's more because of his inexperiance modeling things that acctually look good then because he hasn't done enough mapping work.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Caydr wrote:Don't I doubt even the most experienced spring mapper could do a decent urban map, so don't ask a relative newcomer to do one.
We'll see.... of course I am more then just a mapper.
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