My Single Awesomest Map Idea I Never Attempted
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Re: My Single Awesomest Map Idea I Never Attempted
Posted by Cash Car Star on Sun Jul 1st at 11:27am 2007


To those of you who have moved on, feel free to add your own. I'm not going to ever be making this, so I no longer feel the need to protect from idea thievery.

Mine is actually a Rats/Turkeyburgers style map. But instead of some generic bedroom/office/kitchen, have it take place inside a swank limousine. It's the kind of map that could both look great and have a unique gameplay. While Rats maps tended to be sort of killboxy, the long layout of a limousine with seats, cushions, Cristal, ashtrays, highball glasses, blackberries and other posh gizmos (textured with a tongue-in-cheek sense of humor) allows for a very strategic gameplay. I was always a mapper that highly considered light sources when designing a room, and a limousine would allow for some very inventive stuff without breaking the feel of the room or making it seem out of place. Add in a sunroof and an AS-Convoy style conveyor and you can make it look like your limousine is cruising down a street of luxury apartments. Visuals + gameplay + kewl factor = win.

It's a HELL of a project, but could easily make a mark. I just wish I had had the time, dedication and skill to realize it.




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Re: My Single Awesomest Map Idea I Never Attempted
Posted by Naklajat on Sun Jul 1st at 1:29pm 2007


This is one I've wanted to do for a long time but haven't found an engine it'd be possible in:
A torus-shaped spinning space station a la 2001 (somewhat smaller though), with lifts leading into a large zero-G atrium room in the center. There would be windows along the inner surface, so you could look up and see opponents in other parts of the map. Might be cool to have an airlock so you could launch your friends into the vacuum of space.

Good topic.



=o



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Re: My Single Awesomest Map Idea I Never Attempted
Posted by FatStrings on Sun Jul 1st at 6:03pm 2007


sounds kinda like Enders Game Baron



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Re: My Single Awesomest Map Idea I Never Attempted
Posted by Stadric on Mon Jul 2nd at 1:42am 2007


I want to make a map of an ancient temple with a big ol' hourglass in the middle that has a crack in it. The temple itself is in the middle of an earthquake, but frozen in time, complete with brick walls and columns in the middle of collapsing.

The problem with the idea is that it would only be suitable for deathmatch, given HL2's enemies. The fault in that is that the collapses would have to add a lot to the gameplay.

I am making a similar map (dm_timeless (if you have a better name, I'd love to use that)), only the place is being torn apart by cannon fire. I'll have the map up for viewing alter this week (hopefully).



Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying



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Re: My Single Awesomest Map Idea I Never Attempted
Posted by Le Chief on Mon Jul 2nd at 1:47am 2007


A fight on a moving rusty freight train at night time with out running into a level transition every 15 seconds would be cool, and even better can be done in half-life 1 very well.





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Re: My Single Awesomest Map Idea I Never Attempted
Posted by wil5on on Mon Jul 2nd at 8:36am 2007


AS-HighSpeed?

I guess my problem with mapping was always that I'd have grandiose ideas that wouldnt pan out and I'd never get anything far enough along without thinking "this is not going to work". The only example I can think of now is a rats-style map based on the insides of a computer, which would have been a bit of a silly layout for deathmatch. It could have definitely worked with a bit more creativity on my part, but for quite a while now, real life has gotten in the way of that. My main inspiration is drawn from the places I frequent, but I don't really put the time in to make a quality map of it (see THS and eynesbury).

Some good ideas here, I like Baron's.




"If you talk at all during this lesson, you have detention. Do you understand?"
- My yr11 Economics teacher



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Re: My Single Awesomest Map Idea I Never Attempted
Posted by Yak_Fighter on Mon Jul 2nd at 9:24am 2007


USS Darkstar for HL1 had a rats-style section inside a computer mainframe, which brought my Compaq (running software mode) to its knees. I'm sure a rats map based on the insides of a real computer has been done before, either in HL1 or UT, I can't remember anymore.



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Re: My Single Awesomest Map Idea I Never Attempted
Posted by reaper47 on Mon Jul 2nd at 7:25pm 2007


I've been thinking, more on a theoretical level, whether it would be possible to do a room that gets bigger on one end and gives the player the illusion of shrinking as he moves from one end to the other. I've seen it in Super Mario 64. The effect apparently even has a name, it's called "Ames Room".





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Re: My Single Awesomest Map Idea I Never Attempted
Posted by Juim on Mon Jul 2nd at 8:50pm 2007


? quoting Cash Car Star
To those of you who have moved on, feel free to add your own. I'm not going to ever be making this, so I no longer feel the need to protect from idea thievery.

Mine is actually a Rats/Turkeyburgers style map. But instead of some generic bedroom/office/kitchen, have it take place inside a swank limousine. It's the kind of map that could both look great and have a unique gameplay. While Rats maps tended to be sort of killboxy, the long layout of a limousine with seats, cushions, Cristal, ashtrays, highball glasses, blackberries and other posh gizmos (textured with a tongue-in-cheek sense of humor) allows for a very strategic gameplay. I was always a mapper that highly considered light sources when designing a room, and a limousine would allow for some very inventive stuff without breaking the feel of the room or making it seem out of place. Add in a sunroof and an AS-Convoy style conveyor and you can make it look like your limousine is cruising down a street of luxury apartments. Visuals + gameplay + kewl factor = win.

It's a HELL of a project, but could easily make a mark. I just wish I had had the time, dedication and skill to realize it.

Actually, there was a rats style map made for HL1 which took place inside of a car(just not a Limo), but for the life of me I cant remember the name of it. It had ashtrays jump pads,teleporters, all sorts of gizmos, but was'nt very optimised if I remember. That was back in the days of the Hot Death Diner, I may have even reviewed it, I'll dig through the archives and see if I did.





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Re: My Single Awesomest Map Idea I Never Attempted
Posted by smackintosh on Mon Jul 2nd at 8:59pm 2007


"Retail Hell", based on the several retail stores I've worked in.
"Transistor Central" would be one store in the shopping mall, loosely based on Circuit City.

There would be lots of "Duke Nukem 3D-ish signage" and products lying around
to use as weapons. I started working on the merchandisers, shelving, etc...
and realized it would be too much work and would require way too many models.



don't sweat the petty stuff,just pet the sweaty stuff.



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Re: My Single Awesomest Map Idea I Never Attempted
Posted by Juim on Mon Jul 2nd at 9:04pm 2007


? quoting reaper47
I've been thinking, more on a theoretical level, whether it would be possible to do a room that gets bigger on one end and gives the player the illusion of shrinking as he moves from one end to the other. I've seen it in Super Mario 64. The effect apparently even has a name, it's called "Ames Room".

We do that in the movies alot, We call it "forced perspective". It could be cool if enough attention was paid to detail. Theatrical productions use it alot on stage as well, due to the lack of space otherwise afforded by real life places. "upstage" is smaller than "downstage" (closer to the audience) giving the effect of distance, but due to the limited perspective afforded by the players POV camera in Source, I don't know how believable it would be. Would be interesting to see from an experienced mapper though.




Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead



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Re: My Single Awesomest Map Idea I Never Attempted
Posted by Cash Car Star on Mon Jul 2nd at 10:15pm 2007


Given the Halflife engine, you're probably better off making a sequence of rooms with different scales. It could make a neat single-player map. Like at first, nothing seems wrong. Perhaps even more so the other way, starting at regular size, and then after a few segments, noticing you're significantly larger. An NPC tells you that you've been infected with a growth serum, and you have to fight to the end to fix yourself... By the end of the game you're the size of a five-story building.




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Re: My Single Awesomest Map Idea I Never Attempted
Posted by DrGlass on Thu Jul 5th at 6:13am 2007


I've always wanted to do a death match map in the bridge room of a battle ship in space combat. Have ion beams zapping around, the whole map would shake and fall apart as the ship took on more and more damage. Gravity would cut in and out.

I was able to get pretty far once, but lost my steam and left it half done and now I'll bet it is gone forever.




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Re: My Single Awesomest Map Idea I Never Attempted
Posted by Stadric on Fri Jul 6th at 5:55am 2007


The gravity element of that map alone would make for some hilarious game play, Doc.

I may try something to that effect when I finish my current project.



Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying




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