The Ideal Map

The Ideal Map

Re: The Ideal Map Posted by Nickelplate on Mon Dec 27th 2004 at 7:48pm
Nickelplate
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Posted 2004-12-27 7:48pm
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Is it open, outdoors maps? or is it enclosed warehouses? What is your idea of the ideal map to play on HL2MP?
My Ideal map is something that combines outdoor open sniping, and some indoor tunnel-crawling, along with some water, lots of useables and moveables, and it can't be too big. If it's too big, then it just turns out to be walking arouns trying to find someone and never any actual killing.

[edit] i hate railings that you can't jump over. i havet having to go around and i HATE poorly-made railings that i get stuck on while trying to jump over! I HATE that!!!
Re: The Ideal Map Posted by Andrei on Mon Dec 27th 2004 at 8:33pm
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Posted 2004-12-27 8:33pm
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Large outdoor areas with underground tunnels, plenty of traps, mounted weapons and camp-spots.
Re: The Ideal Map Posted by Junkyard God on Mon Dec 27th 2004 at 8:35pm
Junkyard God
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Posted 2004-12-27 8:35pm
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the same for me, but i did like the hl1 labs too :biggrin:
Re: The Ideal Map Posted by satchmo on Mon Dec 27th 2004 at 8:50pm
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Posted 2004-12-27 8:50pm
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A combination of open space and close quarter combat is the best type of deathmatch map, in my opinion. They each has its merit, and a map containing only one type of environment is not as versatile as an all-inclusive one.

But I believe some railings are meant to block the player. I have a few of them in my current map, but there is always another way to get to the other side. It makes navigating the map more interesting (instead of just hopping fences).
Re: The Ideal Map Posted by Nickelplate on Mon Dec 27th 2004 at 10:54pm
Nickelplate
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Posted 2004-12-27 10:54pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting satchmo</DIV>
<DIV class=quotetext>A combination of open space and close quarter combat is the best type of deathmatch map, in my opinion. They each has its merit, and a map containing only one type of environment is not as versatile as an all-inclusive one.

But I believe some railings are meant to block the player. I have a few of them in my current map, but there is always another way to get to the other side. It makes navigating the map more interesting (instead of just hopping fences).

</DIV></DIV>
i know SOME rails are necessary, but when you've got like 5 health and u gots to get away, there' nothin like a nice, cool , refreshing, hoppable rail to get your ass away from the shotgun bitch that is following you. :biggrin:
Re: The Ideal Map Posted by pepper on Mon Dec 27th 2004 at 11:27pm
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Posted 2004-12-27 11:27pm
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agreed, and then load up that gaus and blow the suckers head off!!
Re: The Ideal Map Posted by Andrei on Tue Dec 28th 2004 at 11:46am
Andrei
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Posted 2004-12-28 11:46am
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Yeah, i like to avoid enemy fire by gauss-jumping around like a maniac and, while in mid-air, to rapidly switch to RPG and fry their a$$es! It works well especially on crossfire, when everybody uses RPGs.

[edit]

I was kinda thinking that snarkpit members could test the maps they make online together (so people will make constructive comments and useful suggestions).
Re: The Ideal Map Posted by Myrk- on Tue Dec 28th 2004 at 12:07pm
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Posted 2004-12-28 12:07pm
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I'd like a medium sized very atmospheric heavy brush area with loads of trees and bushes, something to be sneaky in. Then this is connected to a cool indoor environment kinda Quake 2 style.

Trying to make this level atm actually.
Re: The Ideal Map Posted by Forceflow on Tue Dec 28th 2004 at 1:11pm
Forceflow
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Posted 2004-12-28 1:11pm
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My ideal map is 2fort.
Re: The Ideal Map Posted by habboi on Tue Dec 28th 2004 at 5:47pm
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Posted 2004-12-28 5:47pm
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My ideal map is a beautiful outdoor map with plants, trees, rivers, waterfalls,

you know what i mean

NATURE!

birds fly around and a nice soothing wind on a sunny day

but then boom rockets and guys in hev suits duke it out and destroy allllllll!!!! muha ha ahanahgahaan
Re: The Ideal Map Posted by Hugh on Tue Dec 28th 2004 at 6:30pm
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Posted 2004-12-28 6:30pm
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My ideal map is anything moody, has to have that "presence of evil" quality about it... you have to feel endangered while playing it.

And this could double as my unideal girlfriend.
Re: The Ideal Map Posted by G.Ballblue on Tue Dec 28th 2004 at 7:17pm
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Posted 2004-12-28 7:17pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting Hugh</DIV>
<DIV class=quotetext>And this could double as my unideal girlfriend.</DIV></DIV>

:lol:
Anything huge and vast -- give the player the impression that there's something in the game that's more powerful than he is.
Re: The Ideal Map Posted by Nickelplate on Tue Dec 28th 2004 at 7:19pm
Nickelplate
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Posted 2004-12-28 7:19pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting G.Ballblue</DIV>
<DIV class=quotetext>
Anything huge and vast -- give the player the impression that there's something in the game that's more powerful than he is.

</DIV></DIV>
good answer! I have been trying to make an outdoor map for like a month now, and outdoor maps are HARD I appreciate them more than a lot of indoor ones.
Re: The Ideal Map Posted by habboi on Tue Dec 28th 2004 at 9:44pm
habboi
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Posted 2004-12-28 9:44pm
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So you like outdoors aye :wink:

Im mapping an outdoor map and find that making terrain is easy now thanks to the paint geomatry tool but making it look good is quite hard and so i look at pictures a lot of nature NATURE! :biggrin:

Heres how i did my outdoor map to start

made a rectangle with grass texture, made it bumpy with paint geometry tool, copied and pasted to make a huge terrain, used sew to make all edges connect, and then i made the terrain slightly different in places as so to stop it from looking the same all over, i added mountains around level (again using paint geometry), then i made water brush and made it so it stretched over the whole map and lowered it into the ground, this mad eit so only the deep bits of the terrain would have water, giving it a marsh effect, i changed terrain again to make rivers etc, added models like trees and leaves and voila you have your first outdoor map with lots of detail :biggrin:

Later on i added cave thanks to the tut here :wink:
Re: The Ideal Map Posted by Myrk- on Tue Dec 28th 2004 at 9:56pm
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Posted 2004-12-28 9:56pm
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Wow thanks for telling us what we either already knew or could have worked out even if we had monkey brains. I use the exact same technique for my swamp level almost, but I don't duplicate the ground.
Re: The Ideal Map Posted by Campaignjunkie on Tue Dec 28th 2004 at 10:10pm
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Posted 2004-12-28 10:10pm
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For cliffs and displacements I just got tired of making them over and
over, so now I clone them and maybe add some random noise into them.
It's all good.

And here's a framerate/optimization tip from MrBen that really, really works well:
Run around your map and see which spots have low framerates in
them. In that spot, put a bunch of crates/pipes/rocks/buildings
there!
Re: The Ideal Map Posted by parakeet on Tue Dec 28th 2004 at 10:46pm
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Posted 2004-12-28 10:46pm
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<DIV class=quote style="WIDTH: 90%; HEIGHT: 173px">
<DIV class=quotetitle>? quoting habboi</DIV>
<DIV class=quotetext>My ideal map is a beautiful outdoor map with plants, trees, rivers, waterfalls,

you know what i mean

NATURE!

birds fly around and a nice soothing wind on a sunny day

but then boom rockets and guys in hev suits duke it out and destroy allllllll!!!! muha ha ahanahgahaan

</DIV></DIV>Mine is pretty much the same without the duking it out ... id perfer a conc_map for tfc :wink: always been obsessed with the idea of flight so big cliffs and other fun stuff :wink:
Re: The Ideal Map Posted by baalpeor on Tue Dec 28th 2004 at 11:05pm
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Posted 2004-12-28 11:05pm
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I think the ideal map would be completely in the lush woods with treehouses and stuff. Like something out of The Ewok Adventure or The Movement of Heaven for Q2 by Chris "Sven" Druckenmiller.

Hell yeah.
Re: The Ideal Map Posted by habboi on Thu Dec 30th 2004 at 3:23pm
habboi
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Posted 2004-12-30 3:23pm
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mryk did you make cs_swamp? thats a good map and inspired me to make outdoor maps :smile: for cs:s