
darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Oct 8, 2011 11:04 PM
Msg. 1 of 26
so i drew up a layout of a new map and before i start modelling it i wanna know if it's worthy of being modeled. 
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UBE Chief
Joined: Sep 28, 2009
Raising the bar, one kill at a time.
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Posted: Oct 9, 2011 12:06 AM
Msg. 2 of 26
Leaves much to be desired, tbh. Labelling some areas would be a huge asset in trying to figure out the final product.
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Megaguirus
Joined: Feb 26, 2009
Om nom nom
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Posted: Oct 9, 2011 06:30 AM
Msg. 3 of 26
Im unsure what that is...are those yellow things paths?
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Oct 9, 2011 03:09 PM
Msg. 4 of 26
yea those are paths. is that better?
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UBE Chief
Joined: Sep 28, 2009
Raising the bar, one kill at a time.
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Posted: Oct 9, 2011 06:26 PM
Msg. 5 of 26
Better, but I'm still wondering about the terrain. Is it hilly? Is it flat? Are there rivers? etc.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Oct 9, 2011 06:39 PM
Msg. 6 of 26
The layout is okay, four corners, symmetrical like timberland is. It looks like too many paths are clumped together. If you plan to make the paths go between cliffs like danger canyon, the layout should be expanded. If you plan to make this hilly like timberland, make fewer paths overall.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Oct 9, 2011 07:40 PM
Msg. 7 of 26
ok after staring at this layout i decided to change it lol. is this a little better. i thought "those mini bases are probably gonna get full of campers" so i got rid of them
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UBE Chief
Joined: Sep 28, 2009
Raising the bar, one kill at a time.
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Posted: Oct 9, 2011 08:27 PM
Msg. 8 of 26
Ok, but I would still like a bit of terrain info on the map. This is just me being nitpicky, but I like to know how the map'll look before it gets into production.
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sargejohnson
Joined: Apr 20, 2009
Shall we play a game?
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Posted: Oct 10, 2011 02:13 AM
Msg. 9 of 26
Can't decide anything about this. Probably because my eyes are too used to seeing in 3D rather than 2D, but I will only know once I see a 3D model.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Oct 10, 2011 01:45 PM
Msg. 10 of 26
i did a quick little heightmap of it and here you go: and i changed the layout: 
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Wolf_
Joined: May 16, 2006
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Posted: Oct 10, 2011 02:24 PM
Msg. 11 of 26
Have a huge structure in the middle. Makes it a tad more interesting. Now I would suggest making something custom and not using one of those infinity bases.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Oct 10, 2011 08:58 PM
Msg. 12 of 26
lol that's all the things i was gonna do lol. and the beam structure is all i have that looks forerunner. (i can't model forerunner yet.) until i find something better then that's what it'll be. of coarse im gonna tweak it a bit to look more original i might even combine 2 together.
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sargejohnson
Joined: Apr 20, 2009
Shall we play a game?
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Posted: Oct 11, 2011 02:42 AM
Msg. 13 of 26
Seems okay. Some of the paths are not too direct, kinda like Infinity-style. Would probably recommend cutting down on the number of paths, there seems to be too many options for foot mobility.
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UBE Chief
Joined: Sep 28, 2009
Raising the bar, one kill at a time.
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Posted: Oct 11, 2011 09:13 AM
Msg. 14 of 26
I don't mind that - it gives more opportunities for ground troops to survive (and for ninjas to do their thing >:3)
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Oct 11, 2011 11:21 AM
Msg. 15 of 26
Quote: --- Original message by: Sciophobiaranger Add caves for interesting encounters and fights, also add bridges maybe that lead into upper level caves? Add waterfalls and a forerunner structure in the middle. You'll need alot more than a cave and bridges to create interesting encounters. What Scio should have said: - Add unique recognisable features on each side to give a good sense of orientation to the player at all times - Provice each main combat area with a few different options to approach or fight in, think of the lines of sight of each player and the paths you want the player to follow. Add cover or weapons to give areas a gameplay purpase...but always keep risk v reward in the back of your head when designing these type of layouts. - For vehicular combat you'll want to provide well-marked paths to distinguish recommended driving areas. But no, simply adding a cave does not automatically create interesting encounters and fights. Do not let this guy give you the impression it is as straight-forward as he thinks it is.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Oct 11, 2011 02:25 PM
Msg. 16 of 26
Quote: --- Original message by: TM_updates
- Add unique recognizable features on each side to give a good sense of orientation to the player at all times - Provide each main combat area with a few different options to approach or fight in, think of the lines of sight of each player and the paths you want the player to follow. Add cover or weapons to give areas a gameplay purpose...but always keep risk v reward in the back of your head when designing these type of layouts. - For vehicular combat you'll want to provide well-marked paths to distinguish recommended driving areas.
But no, simply adding a cave does not automatically create interesting encounters and fights. Do not let this guy give you the impression it is as straight-forward as he thinks it is. - I know this part and is exactly what i was gonna do. - Thus the many paths and bases. - Thus the obviously huge dirt paths as opposed to the thin ones. And finally... lol.
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Wolf_
Joined: May 16, 2006
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Posted: Oct 11, 2011 03:33 PM
Msg. 17 of 26
Do something like this : http://hce.halomaps.org/index.cfm?fid=1907. Maybe on a smaller scale. Think Portent. Spice it up a little and use your imagination.
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Oct 11, 2011 05:49 PM
Msg. 18 of 26
You are being WAY too simplistic Scio. You don't actually go into the fundaments of a good encounter, you simply say "yeah a beach is cool, yeah a cave would be cool". I don't get the impression you understand the mechanics behind what ACTUALLY makes things good, such as the things I explained.
Visually you can go alot of ways to make the mechanics behind your design more appealing and nice looking, but yeah I'm not gonna repeat my previous post. You seem oblivious to what I actually say.
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Oct 11, 2011 06:05 PM
Msg. 19 of 26
Games would be pretty hollow if they followed your well thought-out advice. eg hey lets place a cave here and some bridges there...the "gameplay" will be great!
But yeah, you clearly have no clue what you are talking about. I'm glad you're following the stuff I mentioned though, darkassasin. You need to put thought into all this stuff, even if it is "just a game".
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Oct 11, 2011 06:09 PM
Msg. 20 of 26
Quote: --- Original message by: TM_updates Games would be pretty hollow if they followed your well thought-out advice. eg hey lets place a cave here and some bridges there...the "gameplay" will be great!
But yeah, you clearly have no clue what you are talking about. I'm glad you're following the stuff I mentioned though, darkassasin. You need to put thought into all this stuff, even if it is "just a game". Yes we get it TM are gameplay overlords
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Oct 11, 2011 06:22 PM
Msg. 21 of 26
Quote: --- Original message by: SciophobiarangerQuote: --- Original message by: TM_updates Games would be pretty hollow if they followed your well thought-out advice. eg hey lets place a cave here and some bridges there...the "gameplay" will be great!
But yeah, you clearly have no clue what you are talking about. I'm glad you're following the stuff I mentioned though, darkassasin. You need to put thought into all this stuff, even if it is "just a game". Someone has never been outside, you get all worked up over a game. Grow up for once. And you never created an eye worthy map, you did not make lumoria higuy and the rest of tm did, anyone can right the scripts you do literally. So don't act all pro here. Edited by Sciophobiaranger on Oct 11, 2011 at 06:10 PM LOL okay, I'm sure you know all about who does what in TM, I have made alot of encounter sketches and designs which you see in Lumoria. If you ever read one of our threads you will see me listed as encounter/level designer and whatever comes with it. LMAO Oh and "hatemail", you're the one continuously projecting your crappy life on me because you simply can't win an argument. I never insulted your personal life and you say I am the one getting "worked up"...LOL And now you think you're a man by publicly insulting me aside from just in PM  Okay whatever kid, I'm going to be the bigger man and just completely ignore you from now on. Say what you want to the public, be a man!
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Oct 11, 2011 08:26 PM
Msg. 22 of 26
The two of you take it elsewhere outside of this forum. We all know you dislike each other and are trying to as politely as your implied insults will allow show each other up but really you both just look pathetic. So stop or leave I don't care which but pick one or I will choose for you.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Oct 14, 2011 07:56 PM
Msg. 23 of 26
thank you dennis. that was gonna be my next post. seize and desist the hijacking of my honest, innocent little thread. now i was gonna add bridges and tunnels anyway. it's kinda something i always put in my maps (although this is actually my 2nd modeled from scratch map) and i wasn't gonna stop now. those interiors and the beach idea sound good i might add them. here' some pics on what im doing to a beam structure:  EDIT: added pic Edited by darkassassin14 on Oct 14, 2011 at 08:12 PM
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Oct 15, 2011 06:21 AM
Msg. 24 of 26
Structure looks pretty nice if a tad simple (nothing wrong with that btw). And there's nothing wrong with adding in caves etc, my point was just that you also need to put a decent amount of thought into it's gameplay purpose, not just the visual "cool" aspect etc.
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Wolf_
Joined: May 16, 2006
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Posted: Oct 15, 2011 07:43 AM
Msg. 25 of 26
I agree.Adding in stuff that doesn't work with gameplay nor is visually appeasing will only have you end up with a newer version of Battle Creek. As he said, simple isn't wrong. It is a good start, and you will most likely(If you keep treading given path) become better in time.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Oct 17, 2011 10:31 PM
Msg. 26 of 26
good to know. so should i start modelling the map? oh and dennis, i uploaded a map about a week ago and it's still not up. then i uploaded another copy to make sure and still. the map is called "mythic beta".
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