Author Topic: tw map layout brainstorm thread  (Read 9911 times)

0 Members and 1 Guest are viewing this topic.

Offline Wraithlike

  • Global Moderator
  • Veteran
  • *****
  • Posts: 1349
  • The Ichthyologist
Re: tw map layout brainstorm thread
« Reply #20 on: April 19, 2007, 10:41:37 pm »
Would it be sketchy if I alsop asked for an original TW Layout concept, because I'm wanting to make a WWI era Ottoman Empire themed map. And It seems like the theme would suit TW quute well.

Offline jakobs

  • Major
  • *
  • Posts: 85
Re: tw map layout brainstorm thread
« Reply #21 on: April 20, 2007, 11:40:33 am »
d-day. +1

Offline Sytrus

  • Flagrunner
  • ****
  • Posts: 862
  • English Teech0r
    • AtlanticProject
Re: tw map layout brainstorm thread
« Reply #22 on: April 20, 2007, 01:28:03 pm »
I was always thinking about a map that is totally open, like having a big meadow being divided by  a road as the bottleneck or something.

Basically something totally without buildings.

And a map without that bottleneck would also be quite interesting to see.

Offline -Skykanden-

  • Flamebow Warrior
  • *****
  • Posts: 3065
  • Hallowed be my name
Re: tw map layout brainstorm thread
« Reply #23 on: April 20, 2007, 01:31:53 pm »
for me a nice map can be:

one base (alpha)
one spaceship but you can walk on it (bravo)
a central edification with 2 stat guns

Offline The Philanthropist

  • Camper
  • ***
  • Posts: 284
  • .:|TGIF|:. Philly
Re: tw map layout brainstorm thread
« Reply #24 on: April 20, 2007, 09:04:49 pm »
Vimy Ridge. Good old Canadian boys versus the Jerries.

Alpha (Canada) starts low on one side of the slightly steep ridge, and Bravo(Germany) starts on the other side of the ridge, on the plains (historically accurate). There could be pillboxes with stat guns, and actual trenches would serve as... well... the trenches. There was 4 sets of trenches, and a ridiculous amount of shellholes for you to hide it. Alphas base could have some stat guns that would allow them to spray up the hill (Heh, creeping barrage), and so would bravo. These stat guns would lessen the difficulty of climbing the ridge.

Offline VirtualTT

  • Veteran
  • *****
  • Posts: 1026
Re: tw map layout brainstorm thread
« Reply #25 on: April 21, 2007, 11:06:00 am »
I decided to use tau theme for my map - here is new screenshot (alpha base)

Offline iDante

  • Veteran
  • *****
  • Posts: 1967
Re: tw map layout brainstorm thread
« Reply #26 on: April 21, 2007, 12:59:25 pm »
that looks insanely awesome. The only thing i dont like is the texture... it just doesn't seem to fit.

Offline Deadeye Rob

  • Camper
  • ***
  • Posts: 399
Re: tw map layout brainstorm thread
« Reply #27 on: April 22, 2007, 04:44:22 am »
U have my undivided attention! Brilliant map! I am definatley looking forward to this!

P.S
Cheers for using my mod! hehe!

Offline -Skykanden-

  • Flamebow Warrior
  • *****
  • Posts: 3065
  • Hallowed be my name
Re: tw map layout brainstorm thread
« Reply #28 on: April 22, 2007, 07:07:26 am »
I decided to use tau theme for my map - here is new screenshot (alpha base)

W...WOW!!! I WANT THAT MAP IS INCREDIBLE!

Offline Deadeye Rob

  • Camper
  • ***
  • Posts: 399
Re: tw map layout brainstorm thread
« Reply #29 on: April 22, 2007, 08:20:57 am »
The blue lights are especailly good in the dark light.

You mentioned a while ago that you were thinking of making a necron tomb. If you do, try using that lighting style with classic necron green! lol Good luck!

Offline VirtualTT

  • Veteran
  • *****
  • Posts: 1026
Re: tw map layout brainstorm thread
« Reply #30 on: April 22, 2007, 02:51:06 pm »
that looks insanely awesome. The only thing i dont like is the texture... it just doesn't seem to fit.
hmm... What part of the texture doesn't fit? And to what object it doesn't fit?

Offline iDante

  • Veteran
  • *****
  • Posts: 1967
Re: tw map layout brainstorm thread
« Reply #31 on: April 22, 2007, 03:01:43 pm »
hmm... What part of the texture doesn't fit? And to what object it doesn't fit?
Hmmm... I dunno it just doesn't look right to me. Whatever I don't care as long as gameplay is good :)

Offline VirtualTT

  • Veteran
  • *****
  • Posts: 1026
Re: tw map layout brainstorm thread
« Reply #32 on: April 26, 2007, 05:29:34 pm »
So this is progress so far:



I added *plastic* part to the texture. With some front sceneries buildings willl look like they are consist of various panels, blocks and have other hi-tech details wich makes them much more *futuristic*. Also i moved spaceships to prevent players from losing health when jumping out of it.

ToDo:
  • create flag places (they are empty now, just can't contrive any proper disign...)
  • create trenches, maybe a little tonnel or some smal cover with the roof somewhere...
  • finish waypoints (currently there is simple waypoints for both tems for testing perposes)
  • create custom sceneries...

Any suggestions?
« Last Edit: April 26, 2007, 06:25:48 pm by VirtualTT »

Offline The Philanthropist

  • Camper
  • ***
  • Posts: 284
  • .:|TGIF|:. Philly
Re: tw map layout brainstorm thread
« Reply #33 on: April 26, 2007, 06:20:30 pm »
More trenches, please. I also think those lamp like things are a pain in the rear, make them into colliders.

Offline fishfood

  • Major
  • *
  • Posts: 92
Re: tw map layout brainstorm thread
« Reply #34 on: April 27, 2007, 03:35:41 am »
Would it be sketchy if I alsop asked for an original TW Layout concept, because I'm wanting to make a WWI era Ottoman Empire themed map. And It seems like the theme would suit TW quute well.
My brother's making a Gallipoli map. 


In general, I think TW maps should have more trenches that you can stand safely in and fire out of.  A height where if you stand you can just fire out, and if you duck, you're well covered.  Some colliders on the lips of the trenches would be nice...
I think it should be easier to hide in the Trenches and fire out.

Offline -Skykanden-

  • Flamebow Warrior
  • *****
  • Posts: 3065
  • Hallowed be my name
Re: tw map layout brainstorm thread
« Reply #35 on: April 27, 2007, 05:52:08 am »
wow really nice map, but for me needs at the middle or in that 'valley' some scenery

Offline Laser Guy

  • Veteran
  • *****
  • Posts: 1679
Re: tw map layout brainstorm thread
« Reply #36 on: April 27, 2007, 11:03:11 am »
the map is awsome and scenery is a-ok!!!
Text goes here...

Offline zaraza

  • Soldier
  • **
  • Posts: 143
  • *Axeminster!*
Re: tw map layout brainstorm thread
« Reply #37 on: April 27, 2007, 12:11:54 pm »
It's awesome though i think that the ground is lit too much. It's night afterall..

I suggest that you darken it a little and add a lying flare here and there. Maybe some wrecks of Tau vehicles?

Offline -Skykanden-

  • Flamebow Warrior
  • *****
  • Posts: 3065
  • Hallowed be my name
Re: tw map layout brainstorm thread
« Reply #38 on: April 27, 2007, 12:25:34 pm »
uhmm tau vehicles? they have robots:
 XV15
 XV8 'Crisis
 Bodyguard
 Pathfinder Shas'ui
 Hammerhead
 Shaper

Offline Laser Guy

  • Veteran
  • *****
  • Posts: 1679
Re: tw map layout brainstorm thread
« Reply #39 on: April 27, 2007, 12:32:12 pm »
and then download tau mod and fight!!!
u should make a map pak of 5 tau maps ;)
Text goes here...