
Undernet10
Joined: May 9, 2010
I make PHAIL maps. Xfire: Undernet10
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Posted: Jun 4, 2010 02:46 AM
Msg. 1 of 12
This is pretty much my first map outline. This map will have the default weapons and vehicles from Halo Combat Evolved, so i don't have to mess around with custom weapons or vehicles. And remember that... That this is my first map, so pretty please, give me advice about map making, EVEN IF YOU NEED TO INSULT ME. Here is the map...took me about 10 minutes on Paint. Key: Red lines: Outline of top floor Rectangle with 4-6 lines: Stairs to top floor Green: The area colored green will be higher than the white areas Orange Arrows pointing down: This means that this area will be lower than the green area Half-Ovals :These will be the doorways to the base Yellow X: Flags Blue X: Snipers X: Rocket Launcher. or fuel rod. Purple Square: Ghost Yellow Square: Rocket Warthog Blue Square: Warthog DesignA map with two bases, both red and blue, with two floors, lower floor having basic weapons (AR, Plasma pistol and Rifle, Pistol (outside), Needler (outside). And the upper floor having the flag and shotgun. Two grenades of each type will be put outside and 1 nade of each type will be put inside. The will be a teleport outside to go to the sniper outpost (Blue X) on the map. There are two ways to go to enemy base, going to middle (spartan to spartan combat) or going the two passways with vehicles (ghost, warthog, rocket warthog). Bases have 3 doorways. Give your honest option about the map, and if you can, say anything that can "fixed" with the map or advice for future maps. Edit: What do i need for gmax after i am done with the modeling the map? I know i need chimp but what else? Edited by Undernet10 on Jun 4, 2010 at 02:57 AMEdited by Undernet10 on Jun 4, 2010 at 04:28 AM
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Mythril
- Screenshot Guru -
Joined: Mar 29, 2008
Jeffrey Albert Waldo
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Posted: Jun 4, 2010 03:16 AM
Msg. 2 of 12
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Undernet10
Joined: May 9, 2010
I make PHAIL maps. Xfire: Undernet10
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Posted: Jun 4, 2010 04:20 AM
Msg. 3 of 12
Thanks, if you dont mind me asking, what's DOTA? Quote: --- Original message by: R Blaze tl;dr Read up on how to properly sketch. It's too painstaking for me to have to reference a key for every single part of your concept. Sorry i had to rush it :( Edited by Undernet10 on Jun 4, 2010 at 04:22 AM
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Wolf_
Joined: May 16, 2006
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Posted: Jun 4, 2010 05:18 AM
Msg. 4 of 12
Defense of the ancients..
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Shade117 pro
Joined: Jul 2, 2009
Yeah bro (xfire: blue117pro) I can make cubemaps
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Posted: Jun 4, 2010 05:25 AM
Msg. 5 of 12
Quote: --- Original message by: Wolf_ Defense of the ancients.. A.K.A. Defense of the Asians (south-east mainly)
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Undernet10
Joined: May 9, 2010
I make PHAIL maps. Xfire: Undernet10
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Posted: Jun 4, 2010 06:47 AM
Msg. 6 of 12
So i'm gonna guess no more rushing huh?
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Jun 4, 2010 10:36 AM
Msg. 7 of 12
Tbqh the map looks pretty bland right now. There's only 3 routes to the bases, which will create choke points, which are bad. You want the action to be evenly distributed across the whole map, instead of funnelled into 3 narrow canyons. I would make the map more of an S shape, so there isn't a clear line of sight to the bases (base at each end of the S), and remove the canyons, and make it an open plain. Not completely open though, otherwise it will be a sniper heaven. Maybe put some forerunner structures in the plain to provide cover for people. If you do have vehicles, try to balance it out. Put teleporters so people on foot can go faster, and add little side paths (think Bloodgulch caves and ledges) so the people on foot can cross the map without worrying too much about vehicles. Anyways that's about it, hope I helped.
E: also one more thing, it looks like you're already doing this, but be sure there are multiple entrances to the bases, at least 3, maybe 4, otherwise the attacking team will never be able to get in (again, think Bloodgulch bases). Edited by UnevenElefant5 on Jun 4, 2010 at 10:37 AM
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jun 4, 2010 03:16 PM
Msg. 8 of 12
If your going to having these 3 main routes, you need to create either 1 main "area" where either team can dominate, yet that area would also have to be easily flankable by some sort.
Take Blood gulch for example; Red team dominates near there teleporter, yet Blue has a straight way to flank through the ledge, and take that hill near there teleporter. Yet still, red can easily take it back.
Power Weapons shouldn't be so easily accessible and to get. To put into simple terms, make it so anyone could kill the player going for it, easier then other spots on the map. Its a power weapon; he gets it, your probably going to die sooner or later eventually by it.
Your bases shouldn't be so fortressed in together, It has walls all around it, and not many openings. If you take a look at the base's from "Siege", they all have flankable spots, yet places to maintain and fend off enemy's. If the enemy is sneaky enough, they can get in, and out fast. Yet so can the defenders of that base. The defenders and attackers need equal chances in getting objectives like flags.
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Undernet10
Joined: May 9, 2010
I make PHAIL maps. Xfire: Undernet10
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Posted: Jun 4, 2010 04:35 PM
Msg. 9 of 12
Looks like you guys want me to map something like blood gulch, with one main conflict area, two flanking ways, through teleporters or cliffs, Blood gulch is one of the more "balanced" maps in my option. So right now i'm re-sketching a brand new "opened based" map. Which is gonna take a few days for me. Edited by Undernet10 on Jun 4, 2010 at 04:36 PM
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sos
Joined: Aug 8, 2008
Getting my legal team, brb
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Posted: Jun 5, 2010 11:08 AM
Msg. 10 of 12
You could: Make the two green areas water (maybe) so then a clever player can use that to get to the other side sneakaly. OR You could add teleporters onto the green areas ( mountains ) i guees as thats what the key says. Any ways: add teleports up to there (each base has a tele leading to a differant 'cliff' allowing snipers to have a vantage point but not to much as to camp that area. Maybe add trees below. Also people can use the 'cliffs' to reach the other bases making each team needing to defend more carefully. Edited by sos on Jun 5, 2010 at 11:10 AM
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Undernet10
Joined: May 9, 2010
I make PHAIL maps. Xfire: Undernet10
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Posted: Jun 5, 2010 01:23 PM
Msg. 11 of 12
Well you see, i'm re-making this map. Still base to base but will not have the same design, according to the community, the map is a bit fishy. But then again guys, I don't even know how to model a map. So i'm making a square map first, not releasing it, and after some time, model this map in gmax. I will still be making a outline though.
Edited by Undernet10 on Jun 5, 2010 at 01:28 PM
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Jun 6, 2010 04:57 AM
Msg. 12 of 12
I think you should stick to your original design, but have a tunnel system through the hills, which leads to bridges across each canyon. Similar to Danger Canyon, but with your own textures, designs, and such.
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