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Karma (First mapping project)
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FXArch
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PostPosted: Sun Jan 13, 2008 6:17 pm    Post subject: Karma (First mapping project) Reply with quote

For the last couple of days I'm trying to master the arts of mapping. So far it goes great without any major problems. The map looks a bit like a lost temple with a couple of small caves connected to it. I'm using no doors whatsoever and only open caves as bases. This should blend in perfectly with the theme I have in mind. To give you a small teaser of the map here are some screenshots:

Human Base:


Ledge above Human Base:


Small Walkway:


Still Empty Hall:


Please note that I have absolutely no mapping experience so if you have suggestion, ideas or something else please post.
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amtiesors
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PostPosted: Sun Jan 13, 2008 7:02 pm    Post subject: Reply with quote

Zomg you teaser! Looks nice, and that ledge would be a nice camping spot for adv goons attackin' the H base. Might wanna add a ladder or stairs to it or summin for Hs to build a base there rant proof.
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FXArch
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PostPosted: Sun Jan 13, 2008 7:40 pm    Post subject: Reply with quote

Thought about that. Human base has two exits:

1). Small door which is tyr and goon proof. Can't snipe reac or spawn because they're hidden.

2). Giant back entrance. Not yet implented but basicly is a long way into the human base but tyr's and goons can enter trough that way.

Humans can get to that ledge only I'm currently still working on it xD
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Enye
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PostPosted: Mon Jan 14, 2008 11:23 am    Post subject: Reply with quote

Karma<3 I love the name :> (and its in your avatar!)
yeh like I said before to you, it looks great ^^
cant wait to play in it!
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FXArch
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PostPosted: Mon Jan 14, 2008 2:01 pm    Post subject: Reply with quote

UPDATE:

The map will have two main areas:

1). The Temple which is mostly a large open area in favor of the humans.
2). The Caves which is mostly a set of small tunnels in favor of the aliens.

Tyr and goon will be very inefficient. Same goes for bsuit and luci. You can use them but this map favors jetpacks, md, dretching, basilisks etc.

A.T.M. I have finished the layout and I'm adding details now. I can however add some lights and make a test version of the map.

Screenshots will follow.

Thinking of removing the side entracne since it gives dretches the oppertunity to frag humans at the start of the game. But it could also be a benefit to the humans since you can take aim at the alien base.


Alien Base side entrance:


Alien Base main entrance:


Main Hall:

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amtiesors
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PostPosted: Mon Jan 14, 2008 5:30 pm    Post subject: Reply with quote

1. NEVER allow a map to advantage jetpacks. Unless you have a good, balanced remedy to jettards, don't do it.

2. I can't really see the side entrance well enough to say anythin' bout it, but it looks like a nice place to fill with lucis or nades (bad and good, respectively). If you provide a screenshot showing the whole entrance from the inside and outside, which also shows a good deal of space around the door, i'd be able to comment further.

3. ANYTHING involving jumping with disadvantage humans. The alien main base, although would deter 'ranting, would also deter humans from attacking at all, since if they're half way up that weird-looking staircase, a goon could eat their head or feet while waiting for stamina.
The main hall 'ramp' would also favour aliens, maybe even more, since 'rants can come up. Same problem for humans here too with stamina. It would provide a nice feeding ground for aliens if humans moved their base to that ledge, not to forget sniping.

4. If you want a place to favour human combat (as opposed to human base building), then add some objects that humans can use to dodge, such as boulders that goons can't jump over, and a high ceiling for those lasgunners, although you might want to figure out how to have a high cieling but also have less jettards per capita (whatever that means). I personally would think that producing a map with a very uniformed structure (even just one room) would ruin your nice ancients-style map, unless you are VERY creative.

5. If you want a place to favour alien combat (as opposed to alien base building), provide loads of tunnels within tunnels (a nice-sized corridor, 'bout 2 rants wide(?), with loads of tunnels out of the cieling and sides and maybe even on the floor which at max are 'lisk sized, maybe which curve so that luci spam wont kill the poor cute things), general hiding places, a non-uniform layout of wallness and ceilingness (e.g. stagmatites or whatever they're called, those spikes sticking outta the ceiling and ground), and cover for aliens to dodge luciballs and rifles etc (e.g. half-demolished walls for your ancients theme).

Uh... i think thats it folks. Very Happy Good luck with yer map.
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FXArch
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PostPosted: Mon Jan 14, 2008 5:37 pm    Post subject: Reply with quote

amtiesors wrote:
1. NEVER allow a map to advantage jetpacks. Unless you have a good, balanced remedy to jettards, don't do it.

2. I can't really see the side entrance well enough to say anythin' bout it, but it looks like a nice place to fill with lucis or nades (bad and good, respectively). If you provide a screenshot showing the whole entrance from the inside and outside, which also shows a good deal of space around the door, i'd be able to comment further.

3. ANYTHING involving jumping with disadvantage humans. The alien main base, although would deter 'ranting, would also deter humans from attacking at all, since if they're half way up that weird-looking staircase, a goon could eat their head or feet while waiting for stamina.
The main hall 'ramp' would also favour aliens, maybe even more, since 'rants can come up. Same problem for humans here too with stamina. It would provide a nice feeding ground for aliens if humans moved their base to that ledge, not to forget sniping.

4. If you want a place to favour human combat (as opposed to human base building), then add some objects that humans can use to dodge, such as boulders that goons can't jump over, and a high ceiling for those lasgunners, although you might want to figure out how to have a high cieling but also have less jettards per capita (whatever that means). I personally would think that producing a map with a very uniformed structure (even just one room) would ruin your nice ancients-style map, unless you are VERY creative.

5. If you want a place to favour alien combat (as opposed to alien base building), provide loads of tunnels within tunnels (a nice-sized corridor, 'bout 2 rants wide(?), with loads of tunnels out of the cieling and sides and maybe even on the floor which at max are 'lisk sized, maybe which curve so that luci spam wont kill the poor cute things), general hiding places, a non-uniform layout of wallness and ceilingness (e.g. stagmatites or whatever they're called, those spikes sticking outta the ceiling and ground), and cover for aliens to dodge luciballs and rifles etc (e.g. half-demolished walls for your ancients theme).

Uh... i think thats it folks. Very Happy Good luck with yer map.


1). I've added ledges to take down the jetpacks. Besides that the only area where you can use a jetpack is the main hallway since the other areas are all tunnels.

2). That was my major concern: Het luci's and nades. I think it's better to fill the gap with boulders so you can't enter/exit that way.

3). There is NO way a human can jump up that ledge. All those stuff is just for decoration. Humans need to find the secret "teleporter" to get up the ledge or use a jetpack.

4). Yeh =D The ceiling is pretty high though =o

5). I'll add some more tunnels although I want to keep it small and not a very big map.
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Glunnator
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PostPosted: Tue Jan 15, 2008 4:55 pm    Post subject: Reply with quote

Teh absolute klewness!
It's getting better and better!
YEY!
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amtiesors
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PostPosted: Sun Jan 20, 2008 6:34 pm    Post subject: Reply with quote

WTFBBQ has happened to yer epic karma?
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FXArch
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PostPosted: Sun Jan 20, 2008 7:00 pm    Post subject: Reply with quote

Workin on it =o
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G.I. Joe
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PostPosted: Sun Jan 20, 2008 7:03 pm    Post subject: Reply with quote

I like little maps ! - There a too many big maps !

And one thing,I want u to say:

Plz make a waterfall :DDD
maybe in main hall
maybe u can make a little tunnel behind the water - your map Smile
I like waterfalls !

Good luck with your map (Can't wait to play it !)
and don't forget the waterfall ;D Very Happy
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FXArch
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PostPosted: Sun Jan 20, 2008 7:23 pm    Post subject: Reply with quote

A waterfall =o Yeh!
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whitebear
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PostPosted: Sun Jan 20, 2008 8:12 pm    Post subject: Reply with quote

don't use real water then.... people just swim up the waterfall for fun.
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FXArch
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PostPosted: Mon Jan 21, 2008 7:03 am    Post subject: Reply with quote

=O KLEW! Imma so add that then.
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amtiesors
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PostPosted: Tue Jan 22, 2008 2:24 pm    Post subject: Reply with quote

whitebear wrote:
don't use real water then.... people just swim up the waterfall for fun.


Salmon do that to reach their chicks, so that they have babies! =D

Or summin. But make it look like an epic waterfall! =D
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