Map suggestion

Map suggestion

Discuss maps & map creation - from concept to execution to the ever elusive release.

Moderator: Moderators

Post Reply
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Map suggestion

Post by Gota »

make a 1v1 map than double it and make an unpassable(for air as well) abyss between the 2 sections.
Now we can play 2 1v1s at the same time!!
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Map suggestion

Post by knorke »

wat.
oh.
Even better, make a map that is the same map copied over and over again with impassable barriers put 2 players in each "box" and when two neighbouring boxes have finished their game, the winners start a new game in one of the boxes now we can play all tourney games at the same time!
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Map suggestion

Post by bobthedinosaur »

you could build giant walls that are impassible features, and then have them come down at X event. but I don't think it could block all of vtol types
User avatar
Karl
Panzerstahl Developer
Posts: 746
Joined: 01 Apr 2010, 21:05

Re: Map suggestion

Post by Karl »

Invisible laser wall anyone?
User avatar
Aether_0001
Posts: 228
Joined: 25 Feb 2008, 03:41

Re: Map suggestion

Post by Aether_0001 »

knorke wrote:wat.
oh.
Even better, make a map that is the same map copied over and over again with impassable barriers put 2 players in each "box" and when two neighboring boxes have finished their game, the winners start a new game in one of the boxes now we can play all tourney games at the same time!
I love that idea. We should have a map like knockout, except with impassable barriers. Aha - perhaps you could put in neutral objects, just these wall things (laser walls, like karl said?) that you have to capture once you kill the other guy. Once a team controls it, the wall just goes down and disappears forever, putting together two more opposing teams. If the other 1v1 isn't finished, you get a time bonus because you killed your guy faster so you have more time to prepare / tech / whatever, or proceed to the next link and control that territory too.

I guess this is self-balancing to an extent because you'd have to put the commander far up front to capture the gates. If the other enemy isn't dead or you're just rushing to open the next gate, then your com can easily get separated from the rest of your army and you get pwned.
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Map suggestion

Post by SinbadEV »

there should be a way (mod gadget side) support "really impassable areas" that could then be specified in a map
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Map suggestion

Post by bobthedinosaur »

hmmm

actually you could have the barrier set up via lua, just monitoring movements in certain areas and then returning a movement control out of those areas back into where they came. but it might be processor intensive?

Maybe to know down a barrier a gaia unit should be destroyed. Basically like a broken teleporter that sends units back instead of jumping units.
User avatar
Aether_0001
Posts: 228
Joined: 25 Feb 2008, 03:41

Re: Map suggestion

Post by Aether_0001 »

Maybe walls of destructive fire? Or a really really tall wall model, that bumps planes backwards. And then to disappear it could do a cool matrix / cg like flicker out, or fading, or dropping down into the ground.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Map suggestion

Post by BaNa »

I have something like this in the works, only much better. you will see.
Post Reply

Return to “Map Creation”