Map ideas

Started by Obsolete, February 02, 2008, 08:47:48 PM

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Obsolete

Has anyone got any ideas for a map for a beginner? So far I've just been making small things, but want to try something a bit bigger, but not too complicated. Unfortunately I can't think of anything that I want to attempt :con

At0miC

Would you like to make a map with an open area (with for example many patch meshes and LOD), or rather a dense map with lots of brushes and structures?

PKM

i've done it a couple times but players seem to love the idea...a mall .

   1. it's very easy

   a. it's basically a bunch of four walled rooms*

   2. you can practice with custom textures

   b. ie. making your own store signs

   

   *you do not need to make every store open to access, i used a custom made ''security gate'' to show the store closed therefore only having to brush the front of the store.

   **don't get bogged down putting anything in the stores, or at least all the stores as players soon forget the detail of the map and concentrate on the gameplay, plus it saves on fps .

   ***google image anything under ''mall directory'' for ideas/plans .

   

   example: http://www.mods-r-us.net/datas/users/5412-lowdown%20mall.zip

   .pk3 and .map file

   

   also modern urban cities as it's mostly squares and simple angles and allows for various custom textures (signs and billboards)
I do smoke. If this bothers anyone I suggest you take a look around at the world we live in....and shut the f*** up.
"PS: Yeah, we hate all PKM's works !-djfou"
*OFFICIAL*** {SFX} Double Clam Lapper

Obsolete

At0miC :
   Would you like to make a map with an open area (with for example many patch meshes and LOD), or rather a dense map with lots of brushes and structures?

   

   

   I think it'd have to be mostly an indoor map as I'm not too good with patch meshes yet!

   

   

   
PKM :
   i've done it a couple times but players seem to love the idea...a mall .

   1. it's very easy

   a. it's basically a bunch of four walled rooms*

   2. you can practice with custom textures

   b. ie. making your own store signs

   

   

   I've seen a few maps like this over the years I've played MOH:AA and always enjoyed them so I might try this idea, just need to learn a bit more about custom textures.

PKM

make/edit an image in whatever image program you have (even paint) and save as either .jpg or .tga

   create a custom .shader

   save as *****.shader

   create a .pk3

   create scripts folder

   create textures folder (and sub-directory if you wish)

   place *****.shader in scripts

   place your image in textures

   (if your image is .jpg, you do not have to switch the .shader entry to read *****.jpg, it can read *****.tga )

   simply change the text in blue to match your directories and texture name . also feel free to use any of my custom textures in any of the maps you have of mine .

   
textures/obsolete/obsolete.tga

   {

      qer_keyword sign

      qer_keyword flat

      surfaceparm metal

      

      

      {

         map textures/obsolete/obsolete.tga

         depthWrite

         rgbGen identity

      

      }

      {

         map $lightmap

         rgbGen identity

         blendFunc GL_DST_COLOR GL_ZERO

         depthFunc equal

      }

   }
I do smoke. If this bothers anyone I suggest you take a look around at the world we live in....and shut the f*** up.
"PS: Yeah, we hate all PKM's works !-djfou"
*OFFICIAL*** {SFX} Double Clam Lapper

*Herr_Kruger

why dont you try making an urban map?  A regular ww2 town, doesnt have to be big, in fact You can try to make a small town. You will practice more your brushwork than making interiors.

cubus

Mapping Idea

   

   I think, first of yourself you should be clear in which direction you want to go ....

   and still belive, that question wasnot very seriously intentioned.. anyhow

   

   

   "Need an idea for a map,"

   In the course of time, I have this question ever read in my forum.

   Young, ambitious newcomers usually presented this question repeatedly.

   I had therefore had a key point catalog, each for itself could use as a guide.

   

   

   Game:

   Allied Assault

   Spearhead

   Breakthrough

   Pacific Assault

   

   Gamestyle:

   Single Player

   Multiplayer

   

   Multiplayertyp:

   FFA

   TDM

   RBM

   OBJ

   TOW

   LIB

   INV

   Costum gameplay (FreezeTag, CtF, miscellaneous)

   

   Scenario:

   MoH scenario WW2

   Modern

   Classic

   Scifi / Fantasy

   Mixed

   Scenarios from other games (Quake, Doom, CoD, Fakk, RtCW, SoF, Unreal, miscellaneous)

   The street where I live (no joke, try it first ...)

   

   MoH WW2 scenario:

   Central- or Western Europe

   Northern Europe

   Southern Europe

   North Africa

   Pacific

   Somewhere else

   Near the historic original

   Any scenario

   

   Environment:

   Day

   Night

   Summer

   Winter

   Rain

   Fog

   Indoor (mostly)

   Outdoor (mostly)

   Forest / Jungle

   Field (open terrain)

   City

   Desert

   Beach

   A building

   Everything mixed

   Everything underground

   

   Map-layout:

   Large

   Small

   Appropriations

   One level playing

   Multiple levels of play

   Snipers paradise

   Striking = massacre

   Standalone (SP or MP)

   Only SP - A campaign (several maps connect)

   Only MP - Number of players

   

   Reusable Objects:

   Only standard objects, game term (textures, models, sounds ...)

   My own textures + shaders (static or animated)

   My own models (static or animated)

   My own player Skins

   My own sounds

   Mixed games (SH BT or PA-Stuff in AA, AA or SH BT Stuff in PA, BT in SH, SH in BT)

   Things from other games

   

   Effects / animation (game terms):

   Classic (lifts, ladders, explosions, switchable doors and lighting, scriptcontrolled vehicles and aircraft ....)

   Special (things to blasting or stealing (OBJ), teleporters, player controlled vehicles, paratroopers, cinematic-effects, things that rotate or otherwise move ...)

   TEAM-related events

   Separate menus (Preload, Succsess, failed, Scoreboard, special menus, other menus )

   Only SP - Several tasks in a Map

   Only SP - AI's as opponents and as friends

   Only SP - page break ..... (You are German, AI's are Allied)

   

   Tools / tutorials:

   I have all the necessary standardtools gamerelated (Radiant-AA, Radiant-SH and BT, M-Builder, script editor, Pakscape, PA-MDK)

   I can deal with graphics programs to create my own textures and moddify textures

   I can deal Radiant with good / very good knowledge

   I agree with the rather inexperienced Radiant

   I can deal with Entitys (trigger, Func_objects, Vis, Pathnodes, models, lights, entitys connect, entitys manipulate, clips ....)

   I have access to tutorials in my language or can understand a foreign language (mainly english)  

   I can understand the contents of the tutorials for myself and implement in Testmaps

   

   My strengths:

   mapping (Brush Work and texturing)

   scripting

   3D models, create and moddify

   Have not yet strengths

   

   I am:

   very creativ and have imagination

   experienced in Leveleditng from other games

   someone who likes copy or rebuild things and look forward suggestions

   someone who needs help with everything

   one who dares to question the forum to make the critique tolerate and accept advice

   someone who, despite knowledge gaps much trust

   someone who thinks the cubus is a wiredcre  

   an experienced player and therefore know the specific concerns of a good map

   Newcomer

   Learner

   Expert

   God

   

   I will:

   Continue

   Stop

   

   

   i hope, that list show you the right way.....

PKM

nice guide cubus, should post that over at .map .
I do smoke. If this bothers anyone I suggest you take a look around at the world we live in....and shut the f*** up.
"PS: Yeah, we hate all PKM's works !-djfou"
*OFFICIAL*** {SFX} Double Clam Lapper

*Herr_Kruger

hehe, I would say that a lot of new mappers have this inspiration problem. I always say "map what you would like to play" or what makes you happy. That you are making a first map doesnt mean that it has to be a mediocre or a bad map. Ive seen incredible first maps from different mappers.

   

   btw nice list cubus, things too keep in mind when makig a map.

cubus

*Herr_Kruger :
   I always say "map what you would like to play" or what makes you happy.

   :yes you perfectly right

   

   btw... if i remember my first map..... better say "my fisrt try" :con :D

twl_viper

1. Not to big!

   

   I spent over a year making my first map - it's big - and some say it's very cool. The trouble is finding action in it, so we visit it seldom. I have spent less than a couple hours making a map the size of a large room and we spend hours in these types of maps everyday - over and over. LOL.

   

   Most of my favorite maps to play are small. Some of the best examples would be maps like Wacko's "Dorf" or Spike's Russia map.

   

   2. plan the layout and Action flow

   

   Voxel mastered this, many of his maps are good examples how a tight layout design can lend to steady action. "Aftermath_revised". "Aftermath2" and "Osiedle" are good examples.

   

   3. play style

   

   All weapons? Snipers? Bolts? - consider the use of weapon types. Those that use mgs and smgs like maps that have lots of hiding places in close combat situations. Snipers like hiding places in large open scenarios. Bolt action players like to run and gun in smaller open areas.

   

   Think about how you can change the way people play with the design of your map.