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 Post subject: Re: A map idea for Steve
PostPosted: 11.24.09 
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Ingame Mod

Joined: 11.02.09
Posts: 168
und der kiosk zum gemütlichen biertreff ist in der mitte ??? ô0 xD

wie meinst das stv ?



 


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 Post subject: Re: A map idea for Steve
PostPosted: 11.24.09 
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Ingame Mod
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Joined: 01.16.09
Posts: 542
Location: nancy
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ratio: 0.93
The ultimap mate ...sorry, the ultimate map ?

Attachment:
NewMap.png


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 Post subject: Re: A map idea for Steve
PostPosted: 11.24.09 
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Ingame Mod
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Joined: 05.08.09
Posts: 437
Location: Germany
Ha ha ha yeeeah nice :D

What was that 1st-April-joke maps name on Urtnet? metropolis or so, eeehehe.

:shock:



 


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 Post subject: Re: A map idea for Steve
PostPosted: 11.24.09 
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Joined: 03.16.09
Posts: 229
Updated it a little Sam, feel free to update it guys.


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 Post subject: Re: A map idea for Steve
PostPosted: 11.24.09 
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Godlike
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Joined: 09.01.08
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nick: Make.Them.Fluffy
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ratio: 1.08
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nick: Make.Them.Fluffy
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kills: 2105
deaths: 2476
ratio: 0.85
chinese you are just fucking crazy :lol:

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 Post subject: Re: A map idea for Steve
PostPosted: 11.24.09 
wurst wrote:
weeeee maps maps maps!

Attachment:
map_2.png


looks like a shemale result made out of ramelle and granja. :shock:



 


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 Post subject: Re: A map idea for Steve
PostPosted: 11.24.09 
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Godlike
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Joined: 07.15.08
Posts: 4645
Location: Behind U
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ratio: 1.30
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shemality in perfection.
loading ut4_shemale.bsp :D

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 Post subject: Re: A map idea for Steve
PostPosted: 11.24.09 
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skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
Would love to play Google Earth and the one with SvaRoX smoking grass... :D

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 Post subject: Re: A map idea for Steve
PostPosted: 11.24.09 
the following post is important to anyone that wants to take part in making a big "dswp!" map.

HarleyQuin wrote:
und der kiosk zum gemütlichen biertreff ist in der mitte ??? ô0 xD

wie meinst das stv ?


jeder will maps, aber keiner will sich die arbeit machen und mappen lernen. (so wie ich das damals alles extra fuer train gemacht hab.)

ich werd nicht alles mappen was ideenmässig hier präsentiert wird, weil das käse ist. "box-maps" im arena2-style mögen auch ihren reiz haben, aber das geht ne woche lang und dann isses wieder out. granja dasselbe... alles campt irgendwelche plätze ab und macht frags, vom gameplay... untere schublade. klaro, die map macht ab und an spass, aber wochenlang arbeit reinstecken, nur dass die map nen monat lang gespielt wird und dann isses wieder vorbei?
das mach ich sicher nicht.

fuck it, i will write in english so everybody can get what i am writing here.

everybody wants new maps, but actually nobody does want to go out and make the labour-intense journey that is called "learning to use the radiant accordingly". heck, almost noone overcomes the obstacle of even installing the program.
literally nobody wants to invest some leisure time and learn mapping. either it is too complicated, they are too lazy or too whatever. (only the dswp cheerleaders beg to differ it seems, props to you guys for actually getting some shit done!)

i wont map everything that gets presented here idea-wise, because that would be quite a stupid thing to do. "box-maps" (= maps that fit in one huge box, i.e. granja, arena2, ...) are ALWAYS a bad idea. granja or arena2 may be funny from time to time, but usually you get fed up with its gameplay rather soon. ok, i get fed up faster, but in the end everyone that has played the map more times (like 20+) gets sick of it sooner or later, except camping is your preferred style of play. if granja was played as often as train, nobody would vote it anymore... ever.
making an outdoor map that is basically open except for some hills, is a pain in the ass to optimize. because it is usually a box map. even to build in the first place... building really good terrain is one of the biggest bitches of mapping from what i know. ultra time-consuming, bad fps in the end, bad for gameplay. you ever wondered why the army's "desert playstyle" is usually using tanks? that is because overly "open maps" suck for fighting. ingame and IRL.


so... any advices a "good" map?
- have a look at the maps that play well, and think about WHY they do so
- plan it with like 3 main routes... 4 is the maximum i'd say.
- dont make it like three straight streets connecting the two spawn areas
- variations in height, but which should not hinder gameplay too much. i.e. casa has a lot of variations, even if it is only oh-so-subtle... it is there and it does the map good!

--- post is not finished ----
i will try to find the posts from dragonne, sweetnutz and others that explained the idea of choke-points and such...



 


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 Post subject: Re: A map idea for Steve
PostPosted: 11.24.09 
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Leader
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Joined: 11.29.08
Posts: 1972
ChineseDemocracy wrote:
Updated it a little Sam, feel free to update it guys.

Yeahh I have my own caption :D Nice south park character Chinese btw =)

I agree with steve about box and open maps. First time I played on arena2 I found this map awesome, then I quickly get bored (but not so bad for SR8 training...).
GL to all the future map designers :)

P.S. : I don't smoke ;)

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