Author Topic: tw_Plateau  (Read 9363 times)

0 Members and 4 Guests are viewing this topic.

Offline NamelessWolf

  • Soldier
  • **
  • Posts: 115
tw_Plateau
« on: December 16, 2011, 01:41:25 pm »
Map pack:
http://speedy.sh/6Fjvk/tw-Plateau.rar

Overview:



Screenshots:







Profile @ The Mapping Showcase:
http://tms.jrgp.org/2010/?map=1655


Description:
OK, so I started to think the map cycle on Leo's TW was small and that there was a lack of good new TW maps coming in. Then I downloaded Polyworks, went through some tutorials and read the forum comments about other maps. Then I started mapping and I made a map which I showed to a few clan mates. It wasn't very good but that was to be expected and I didn't really think I'd make a complete map worth playing at first try. That one won't be realeased.

However, in the process I came to think about the overall map structures of Trenchwar maps and I figured that maybe I shouldn't start with creating the bases of both teams, but rather think of a  nice middle area, where most of the battle takes place.
I looked at tw_Bridge and thought it was nice with a flat area in the middle, with two flanking bunkers on each side. The nice thing about it being those constantly moving and running battles that takes place in between the two buildings. I wanted to keep that kind of gameplay, but I didn't want snipers and campers to sit down and relax before they'd passed the middle of the map. Therefore I thought of the idea to build the bunkers at lower altitude than the (somewhat) plain battlefield in the middle. That way it wouldn't be possible to really achieve something by camping until you'd succesfully reached the enemies' side.

The only kind of landscape I could think of that had that kind of shape was a plateau ( http://en.wikipedia.org/wiki/Plateau ), which is the reason for the name of my map. To make it both climbable and a good place to camp for the dominating team I had to do some adjustments to the natural shape of a plateau, wich concluded in a cavelike cliffside and a dug out bunker type of stairway. I'm quite happy with it myself, considering that I didn't really have a clue at the start how I would make a good plateau shape in Polyworks. Then I just made the rest of the map pretty much by imitating the things I liked from other TW maps. I hope you'll like it as much as I do.


Oh, and I should thank the maker of CTF_Autumnrush as he tought me some basic stuff like how to place polygons to avoid polybugs and how to work with scenery. I found this link very helpful: http://www.soldatladder.net/downloads/autumnrush.avi

Also I'd like to thank all TW map makers before me, both for all the good gameplay and for the inspiration.
« Last Edit: December 19, 2011, 05:38:21 pm by NamelessWolf »

Offline NamelessWolf

  • Soldier
  • **
  • Posts: 115
Re: tw_Plateau
« Reply #1 on: December 17, 2011, 01:44:56 am »
People liked it when it was tested on Leo's server so it's now added to the map list at LRS. =)

Offline Monsteri

  • Artist
  • Flagrunner
  • ******
  • Posts: 769
  • Strange thing
Re: tw_Plateau
« Reply #2 on: December 18, 2011, 11:43:13 am »
Nice to see some new mapping blood, not bad for a first try!

The shading in polygons could be improved, it looks a bit dull right now. Use brown, green, black, blue, anything, you decide!
It will make the map much more lively and easier to look at, see this:




There are also some sceneries which could be removed, for an example the burning.. stone ruin in the middle.
Something more to the background wouldn't hurt either, make it atmospheric, make it cool!
If you want to, I could make bunker sceneries for those buidings in the sides, they are a bit inconsisten as of now.

The polygon structure is quite good, there are no many chokepoints. This is much better than some of the newbie maps I've seen, good job :)

Then to the gameplay.
The idea of a big hill in the middle is nothing new, but welps you made it a giant bunker. It gives nice shooting spots, though you maybe want to make it one floor lower, it is quite a pain to climb over it. Getting upstairs once enemy has conquered it, is goddamn hard because of nadespam. Another option would be to add a third route for it, a tight tunnel inside the mountain, like this:

That'd make the map even more unique in my opinion, and it would still leave the advantage to the owners of the hill - landmine to the tunnel, or spray them off before they even get into it :D

Yes, not a bad map, with some improvements it will be very fun to play. I can make sceneries and waypoints for it, just say if you wish. Hope this helped.
Sorry if I'm insolent.

Offline smiluu

  • Flagrunner
  • ****
  • Posts: 673
  • Put your farts in my pussy
    • LOLOKAUST MSPAINT PLEASURE POND
Re: tw_Plateau
« Reply #3 on: December 18, 2011, 12:02:45 pm »
The idea of a big hill in the middle is nothing new, but welps you made it a giant bunker. It gives nice shooting spots, though you maybe want to make it one floor lower, it is quite a pain to climb over it. Getting upstairs once enemy has conquered it, is goddamn hard because of nadespam. Another option would be to add a third route for it, a tight tunnel inside the mountain, like this:
Nobody has an infinite stack of nades, so I don't understand why everyone thinks nadespamming is always going to be a problem. I'm in for the rest of the challenge so fuck making it easier.

Offline Monsteri

  • Artist
  • Flagrunner
  • ******
  • Posts: 769
  • Strange thing
Re: tw_Plateau
« Reply #4 on: December 18, 2011, 12:14:15 pm »
The idea of a big hill in the middle is nothing new, but welps you made it a giant bunker. It gives nice shooting spots, though you maybe want to make it one floor lower, it is quite a pain to climb over it. Getting upstairs once enemy has conquered it, is goddamn hard because of nadespam. Another option would be to add a third route for it, a tight tunnel inside the mountain, like this:
Nobody has an infinite stack of nades, so I don't understand why everyone thinks nadespamming is always going to be a problem. I'm in for the rest of the challenge so fuck making it easier.
Your opinion man, a tunnel there would make life much easier. And not to mention it would also add a good spray spot against the lowest door.
Sorry if I'm insolent.

Offline NamelessWolf

  • Soldier
  • **
  • Posts: 115
Re: tw_Plateau
« Reply #5 on: December 18, 2011, 03:41:49 pm »
The shading in polygons could be improved, it looks a bit dull right now. Use brown, green, black, blue, anything, you decide!
It will make the map much more lively and easier to look at, see this:

http://www.image-share.com/upload/1141/60.png
http://www.image-share.com/upload/1141/59.png
It really does look better. I still wouldn't put green and probably no vegetation in that specific area, but some different shades of brown could probably be a huge improvement to the visual aspect.

Quote
There are also some sceneries which could be removed, for an example the burning.. stone ruin in the middle.
Something more to the background wouldn't hurt either, make it atmospheric, make it cool!
If you want to, I could make bunker sceneries for those buidings in the sides, they are a bit inconsisten as of now.
I don't see the necessity to have all buildings look the same. The map is more dynamic like this and it's not really strange if there would be an evacuated civilian building in the outskirts of a battlefield. Actually I'm quite happy with those houses.

Background scenery could probably be improved outside the buildings though. You're welcome to make suggestions. That goes for the area underneath the plateau too (something that would replace the stone rubble).

Quote
The polygon structure is quite good, there are no many chokepoints. This is much better than some of the newbie maps I've seen, good job :)
Thanks. This is important to me. :)

Quote
Then to the gameplay.
The idea of a big hill in the middle is nothing new, but welps you made it a giant bunker. It gives nice shooting spots, though you maybe want to make it one floor lower, it is quite a pain to climb over it. Getting upstairs once enemy has conquered it, is goddamn hard because of nadespam.
Hm.. Nadespam was a concearn when I made the map. I made the cliff caved out so that you can't throw grenades at all of the hill from the top of it. The stairs are still nice to nade downwards, but on Leo's server one player can hold a maximum of 2 grenades and there's no grenade kits anywhere on the plateau. There could be some nice grenades thrown down the stairs but not too many. Also all the grenade kits are placed on hurting barb wire so you can't nade spam anywhere else for that matter (without hurting).

Quote
Another option would be to add a third route for it, a tight tunnel inside the mountain, like this:
http://www.image-share.com/upload/1141/63.png
That'd make the map even more unique in my opinion, and it would still leave the advantage to the owners of the hill - landmine to the tunnel, or spray them off before they even get into it :D
Two different paths to take up and down a hill is unusual for TW and it has trumendous effect on the gameplay, making it much easier to breach. I think adding a third alternative route would be taking the concept too far. It would be way too hard for one of the teams to monitor all three alternative paths to prevent an enemy from slipping through unnoticed, which would basically make the gameplay more like CTF than TW.
Also, the tunnel would tighten the gap between the two stairway bunkers, which would inflict on the the basic idea I had, to make a somewhat flat battlefield right in the middle of the map. That small battlefield is important to determine which team gets the sweet spot to hold and dominate.

Plus.. If I was to make a tunnel I wouldnt make it so that you can use it to spray the low entrance to the stairway. That camp spot you're talking about looks way too good, as it couldn't even be spray LAWed from distance.

Quote
Yes, not a bad map, with some improvements it will be very fun to play. I can make sceneries and waypoints for it, just say if you wish. Hope this helped.
If you'd like to waypoint the map I'd very much appreciate it. Also, thanks for feedback. :)

Offline machina

  • Soldat Beta Team
  • Veteran
  • ******
  • Posts: 1117
  • The world isn't nice. Why should I be...?
Re: tw_Plateau
« Reply #6 on: December 18, 2011, 04:22:33 pm »
Stream it on TMS, please :) http://tms.jrgp.org

Offline smiluu

  • Flagrunner
  • ****
  • Posts: 673
  • Put your farts in my pussy
    • LOLOKAUST MSPAINT PLEASURE POND
Re: tw_Plateau
« Reply #7 on: December 19, 2011, 02:43:11 am »
Your opinion man, a tunnel there would make life much easier. And not to mention it would also add a good spray spot against the lowest door.
Does your life always have to be easier? Don't you think we're kinda missing those experimental, never forget, hard ass map layouts in the pubs' maplists as of late? Because we're certainly not short of straight walks and curvy terrains.

Offline Monsteri

  • Artist
  • Flagrunner
  • ******
  • Posts: 769
  • Strange thing
Re: tw_Plateau
« Reply #8 on: December 19, 2011, 05:52:20 am »
Your opinion man, a tunnel there would make life much easier. And not to mention it would also add a good spray spot against the lowest door.
Does your life always have to be easier? Don't you think we're kinda missing those experimental, never forget, hard ass map layouts in the pubs' maplists as of late? Because we're certainly not short of straight walks and curvy terrains.
Yes I do miss some of them, it was such a shame that Leo ripped them all off from his TW server.
Quote
Plus.. If I was to make a tunnel I wouldnt make it so that you can use it to spray the low entrance to the stairway. That camp spot you're talking about looks way too good, as it couldn't even be spray LAWed from distance.
Well of course there could be boxes, plants, rubbles or doors, anything to block up the spray. And if you fear that it would be too easy to inflirate it from top, you could make a raising polygon behind it, preventing anyone to jump in there easily. I would really like a tunnel there, but as it's your map, it's your call too.
« Last Edit: December 19, 2011, 05:54:50 am by Monsteri »
Sorry if I'm insolent.

Offline NamelessWolf

  • Soldier
  • **
  • Posts: 115
Re: tw_Plateau
« Reply #9 on: December 19, 2011, 07:24:41 am »
Monsteri:
About the tunnel it's a no, but if you'd like to help me with waypoints you're very much welcome to do so.

Stream it on TMS, please :) http://tms.jrgp.org
Activate my account (NamelessWolf) and I will! =)

Offline jrgp

  • Administrator
  • Flamebow Warrior
  • *****
  • Posts: 5037
Re: tw_Plateau
« Reply #10 on: December 19, 2011, 01:46:59 pm »
Monsteri:
About the tunnel it's a no, but if you'd like to help me with waypoints you're very much welcome to do so.

Stream it on TMS, please :) http://tms.jrgp.org
Activate my account (NamelessWolf) and I will! =)

You're activated. Now upload your map.
There are other worlds than these

Offline NamelessWolf

  • Soldier
  • **
  • Posts: 115
Re: tw_Plateau
« Reply #11 on: December 19, 2011, 05:35:24 pm »

Offline As de Espada

  • Moderator
  • Veteran
  • *****
  • Posts: 1493
  • Mapper
    • My maps
Re: tw_Plateau
« Reply #12 on: February 09, 2012, 10:39:51 pm »
really good! It's nice to see that some people have a different point of view. A TW with a climb part that allows players to come from above is really interesting. This should play nice because you have one extra dimension to take care about. At least some times. I like this one :)

OBS.: mappack is used when you have a pack with more than one map on it. You can use just map file, or even "map" is ok
All my maps | my latest map: SoldatX Racing Mappack
me making a map on youtube: ctf_FastMade

Offline AntyMan

  • Major(1)
  • Posts: 31
Re: tw_Plateau
« Reply #13 on: August 17, 2014, 04:06:58 am »
Please pack of scenery for this.

Offline Mistercharles

  • Veteran
  • *****
  • Posts: 1371
  • +
Re: tw_Plateau
« Reply #14 on: August 18, 2014, 11:52:31 pm »
Nice! Does this use the new background polys?
shoutout to m'boyz eagles_arrows, echo_trail, wraithlike, sadistatheart, chakapoko maker, jrgp, aznblood, chakra, keron cyst, et al, miss you, let's '#gather some day

Offline Blacksheepboy

  • Veteran
  • *****
  • Posts: 1817
Re: tw_Plateau
« Reply #15 on: August 19, 2014, 05:54:21 pm »
Nice! Does this use the new background polys?

Hey silly, this is three years old ;)

Offline AntyMan

  • Major(1)
  • Posts: 31
Re: tw_Plateau
« Reply #16 on: August 20, 2014, 03:19:40 am »
Give someone the scenery?

Offline Moroes

  • Soldier
  • **
  • Posts: 165
    • Soldat-Game.eu
Re: tw_Plateau
« Reply #17 on: August 20, 2014, 03:41:47 am »
Give someone the scenery?
You not post anymore?