Tremulous Forum

Media => Map Releases => Topic started by: [AUST]REAPER on August 16, 2006, 12:51:02 pm

Title: Post your Ideas!
Post by: [AUST]REAPER on August 16, 2006, 12:51:02 pm
Hey,
     This forum will allow you to give me every 'great' idea you have for a map!  i am going to take all ideas seriously and i will put all that sound good in to practice in a map.

Thanks and happy posting

Reaper
Title: Post your Ideas!
Post by: [db@]Megabite on August 16, 2006, 02:22:13 pm
Some suggestions:

- Make a believable setting, e.g. an industrial facility
- Make a playable layout for both sides
- Do not create impenetrable spots
- Don't include traps or other stuff hindering fluent gameplay
- Include enough eye-candy to make it interesting
- Include a soundscape
- Include location hints
- Do not use effects too much... e.g. colored lighting
- Keep an eye on performance, use hint portals but no area portals

That's it for the time being... ;)

Danny
Title: Post your Ideas!
Post by: krom on August 16, 2006, 02:27:16 pm
I would love to see a Starship trooper map.
Some kind of steel fort surrounded by rock mountains.

The big problem is gameplay associated with such a map. I suppose distances between the fort and the rocks  should not be to important moreover dretches should have the ability to reach the fort without being sniped at long distance.
OM shoul be in tunnels (like in an oldmine)

The drawback of this is that it could make another human camping map ;). Bad idea probably.
Title: Post your Ideas!
Post by: Taiyo.uk on August 16, 2006, 09:33:30 pm
I'd like to see some interactive elements in a map, like the remote-operated doors in pulse. Possibly have walls or other objects that explode after a given ammount of damage. Even somethig simple like an area with a lightswitch could give rise to interesting gameplay; a long well-lit corridor is great for humans, but a pitch black space is better for aliens with their radar.

-flooded areas where you need to activate a pump to drain it, or open a valve to re-flood it when members of the opposing team are down there? This could be an alternative acess method to the other team's base - you need to flood a tall shaft with water to swim up inside it.

-Remotely operated death traps, like gas/acid/flame jets, crushers, trap doors, etc.
-Wind/current effects in water or air vents
-Big fans and/or other machinery that dice anyone who falls into them

...and
....and
.....PONIES!!!

My £0.02 is in the pot...
Title: Post your Ideas!
Post by: vcxzet on August 16, 2006, 10:18:54 pm
Quote from: "[db@
Megabite"]Bla Bla Bla

Danny

but It is not the usual blabla so read [db@]Megabite"]'s suggestions carefully
Title: Post your Ideas!
Post by: DIGI_Byte on August 16, 2006, 11:45:49 pm
Quote from: "Taiyo.uk"
I'd like to see some interactive elements in a map, like the remote-operated doors in pulse. Possibly have walls or other objects that explode after a given ammount of damage. Even somethig simple like an area with a lightswitch could give rise to interesting gameplay; a long well-lit corridor is great for humans, but a pitch black space is better for aliens with their radar.

-flooded areas where you need to activate a pump to drain it, or open a valve to re-flood it when members of the opposing team are down there? This could be an alternative acess method to the other team's base - you need to flood a tall shaft with water to swim up inside it.

-Remotely operated death traps, like gas/acid/flame jets, crushers, trap doors, etc.
-Wind/current effects in water or air vents
-Big fans and/or other machinery that dice anyone who falls into them

...and
....and
.....PONIES!!!

My £0.02 is in the pot...


sorry there is no func_destructable in GTKR for trem

have fun make paths about 3-4 sections thick and keep the same 'feel' through the map

doing effects like poison like above and stuff requires a bit of fidling aroung with shaders and triggers... messy stuff not recomended to have for you first few maps

and manage textures in the folders cleanly and easy to find.
Title: Post your Ideas!
Post by: Basilisco on August 17, 2006, 01:03:08 am
General advice:
1)Make it different, but simple.
2)Don't include stupid gimmicks.
3)Make it dark enough.
4)Think about the balance in big and small servers.
5)Make it fun!

Ideas:

1)Futuristic neo-gothic style mansion
2)Make an underground vault, with something weird inside.. not money
3)Big broken fishtank (http://cache.gridskipper.com/travel/071905.5.jpg), with dead fish inside (some kind of prehistoric fish (http://en.wikipedia.org/wiki/Coelacanth)) :D
4)Security center, with lots of screens (http://www.coex.co.kr/DownLoad/photo/2-12%20Security%20Center(CC-TV).jpg) (textured, not funcional).
5)Highly protected outside yard, something industrial. Somthing like this (http://raffi.beyondunreal.com/news/data/upimages/cobalt.jpg) but a bit more refined.

The whole idea is to make a tunnel from the yard to the vault (aliend dug it i guess..).

-The alien base will be in the big room in the middle of the tunnel.
-The human base will be somewhere in the first floor. Near the fish tank  8)

The vault will have 2 entrances, the main door (http://mooreslore.corante.com/archives/images/bank%20vault.jpg) and the dug tunnel.

Here's a l33t drawing, be amazed

(http://img62.imageshack.us/img62/6151/mapoi3.gif)


You will call it Basilisco's dream map LOL

[But seriously, i just spent like 45 minutes doing this.. hope you use some of the ideas  :D ]
Title: Post your Ideas!
Post by: kozak6 on August 17, 2006, 10:38:46 am
Wide hallways are wonderful.

It's absolutely fantastic when aliens have enough room to manuever.  In some maps, goons and tyrants reall suffer from the "Three Stooges Effect" in narrower halls, and simply get mown down.

Be careful about putting fancy stuff on walls and ceilings.  If marauders and goons bump their heads on fancy stuff, it will slow them down tremendously.  It really helps if marauders have nice walls to rebound off of as well.  Also, too much fancy stuff will give those poor dretches motion sickness.

I like vents.  Unfortunately, there are few of them, and some of them are completely useless.  Try adding some useful vents.
Title: Post your Ideas!
Post by: FX-Arch on August 17, 2006, 11:13:36 am
Make some holes where dretches can hide in. Dretches are almost always above door and humans know this :o
Title: Post your Ideas!
Post by: Vector_Matt on August 17, 2006, 03:38:16 pm
Quote from: "DIGI_Byte"
sorry there is no func_destructable in GTKR for trem
True however, from what I've read there are buttons that will only open when they've taken enough damage, you could make a button like that that looks like a floor/wall/window and have it's wait set to -1 so it never closes.
Title: Post your Ideas!
Post by: Glunnator on August 17, 2006, 04:50:44 pm
A BIG map wich is really small. And it's got a few corridors with open doors wich close when you try to enter them... and and... lots of... er... FLOORS!! and walls! yes! and... you can go outside, and attack enemy from behind by going Aaaaaaaaaaall the loooooooooooong way round, and... and........ and.... a huge gaping hole in middle of building with two thin walking places at each side of it... and...... and......................  and........................
and....
and...



...and...

.....PIE!!!
Lots of pie!
 :D
Title: Post your Ideas!
Post by: SLAVE|Mietz on August 17, 2006, 04:56:55 pm
a shopping center map
Title: Post your Ideas!
Post by: Teiman on August 17, 2006, 06:23:38 pm
A enormeous cavern, with rivers, a lava pool, and a radiactive crash spaceship (yes, into caverns).

Something that feel like a UT 2005 map :D
Title: Post your Ideas!
Post by: DIGI_Byte on August 18, 2006, 12:20:54 am
Quote from: "SLAVE|Mietz"
a shopping center map

doing.
Title: Post your Ideas!
Post by: Vector_Matt on August 19, 2006, 06:09:42 pm
A map where you fight inside an asteriod, complete with outer space area. I'm already working on one though.

BTW, anyone know how to adjust the textures on patches? Currently the patches aren't lining up texture-wise with the rest of the level and that doesn't look good, I had thought of making all surfaces patches except that would (presumably) hit the framerate hard.