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Map Making Discuss everything related to creating new levels here. |
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Thread Tools | Display Modes |
#1
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Trying out a 1DM design based on an octagon grid.
Version 2 layout ![]() version 2 - 2/25/12 - Overhauled the layout: now symmetrical, weapon PUs along central axis, team spawns now centered - Changed damage-smoke to be gray - added a variety of metal textures (see post below) version 1 - Gem glow/beams are non-collidable foreground - White-bordered metal octagons/squares and the gems themselves are game-layer, collidable objects. - Dark octagon grid is non-collidable background. - Round time 4min - Team health PU near spawn, on 30s, doesn't spawn at round start. - Non-team health PUs in the other corners on 30s, spawn at round start - The other 2 are weapon PUs on 25s, don't spawn at round start. - Map size 2397x1149 - Teams are Red/Blue, name tags set to White because of dark BG. Non-parallax BG is solid black. Here is how it looks in-game: ![]() It's up in the testing server. Didn't have any performance issues when I ran it but would like to hear back from others about that. Some of the spaces might look a bit tight, but a whale can fit through everything on the map. Last edited by silent skies; 02-25-2012 at 08:58 PM. |
#2
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Good idea, pretty cool lookin'
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#3
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Wow really nice!
could you make one for tdm ? we can test/try it out on my tdm server |
#4
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After thorough bot testing, the small "gaps" are very tight. One explodet mine literally covers up the entire gap for some areas - that's a nono D;
![]() and with the parallax off the black background covers up the black smoke from damaged planes - that's a nono D; the gems are pretty cool though yey the spawns aren't really my favorite though silent D: not fun making a red boat climb up only to get spammed at by other blue boats at the top, but you know that. |
#5
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![]() Quote:
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#6
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I'll see about a tdm/ffa version this weekend maybe.
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#7
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Sweet. Looking forward to trying it out!
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#8
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really cool skies, i'm going to try this out soon.
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#9
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In 1DM, the teams switch sides every two rounds so each team gets to use both spawn areas at points in the game.
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#10
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That's not a reason to have a relatively OP spawn.
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#11
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I was fairly sure that I had seen previous 1dm maps have off-level spawns, and of the official maps there are two.
1dm_fallout 1dm_mayhem In both cases, they are not nearly as extreme as 1dm_gemstone. The equivalent would be to move both to the off-level middle area. |
#12
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What if I simply moved the spawns so that they were in the 'off-level middle' of the map? Then I could move the weapon PUs to the corners I guess.
Otherwise, I could try reworking the map so spawns are both on bottom, though I worry that doing so would result in basically all the action happening on the bottom of the map. (And ditto for the top -- all action would happen at the top) Last edited by silent skies; 02-25-2012 at 06:55 PM. |
#13
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Map update v2. Please check first post for the updated map layout.
Additionally, I've slightly updated the graphics by adding textures to some of the metal pieces: ![]() |
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