Decent map makers out there? [message #381653] |
Tue, 21 April 2009 06:29 |
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Goztow
Messages: 9738 Registered: March 2005 Location: Belgium
Karma: 13
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General (5 Stars) Goztoe |
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With the TT auto downloader coming up sooner or later, we'll need decent maps to download . The problem with the current LOAD of fanmaps is that there's only a very low % of really decent ones out there. With decent, I mean:
* no obvious and/or game breaking bugs
* not huge, so playable with 2v2 but also with 10v10. No running 2 minutes just to get to the other end of my base, please
* quite open, meaning different ways to get into the base, with tanks and infantry; not limited to camping only, even in bigger games
* balanced, meaning both sides can +/- camp same amount of buildings and both sides have a chance to use their specifics to good use
* can be inspired of but shouldn't be a remake of a standard map (we'll play the standard map if we want this )
* quite detailed and if possible with some useful new vehicles or buildings (reckon bike, for example).
BunkersTS and GlacierTS are good examples of nice maps, in my opinion .
So, is anyone planning to put some decent work into some new maps?
You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
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Re: Decent map makers out there? [message #381662 is a reply to message #381661] |
Tue, 21 April 2009 07:45 |
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LR01
Messages: 842 Registered: April 2006 Location: The Netherlands
Karma: 0
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Colonel |
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Even if one can make decent maps, one needs time to make them.
ow and Reaver, if you want to I could make some things you could use for that map (like rocks ore bunkers, to less work you have the more likely you finish it)
Moding can be real Fun...
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Re: Decent map makers out there? [message #381671 is a reply to message #381662] |
Tue, 21 April 2009 08:41 |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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LR01 wrote on Tue, 21 April 2009 09:45 | Even if one can make decent maps, one needs time to make them.
ow and Reaver, if you want to I could make some things you could use for that map (like rocks ore bunkers, to less work you have the more likely you finish it)
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I would really appreciate that!
Nice map Stefan as always
I also have a lot of unfinished stuff that I wanted to finish sometime only my time is limited if anyone wants to help me to finish them and release it just say so. Then everyone could use these models instead of them keep clutering up my pc (These contain guns, buildings vehicles, everything is normally skinned except the guns and the ssm has proper tracks, only renx wouldnt load my textures)
[Updated on: Tue, 21 April 2009 08:42] Report message to a moderator
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Re: Decent map makers out there? [message #381682 is a reply to message #381672] |
Tue, 21 April 2009 10:34 |
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LR01
Messages: 842 Registered: April 2006 Location: The Netherlands
Karma: 0
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Colonel |
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@ stefan, have people tested it? (looks like I can camp whore on it)
@Reaver, well, if you can tell what it is (hard to see, mostly because there are no shadows) I wouldn't mind giving it a shot.
Moding can be real Fun...
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Re: Decent map makers out there? [message #381689 is a reply to message #381682] |
Tue, 21 April 2009 10:47 |
Stefan
Messages: 212 Registered: April 2006
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Recruit |
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LR01 wrote on Tue, 21 April 2009 12:34 | @ stefan, have people tested it? (looks like I can camp whore on it)
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Not yet... I'll upload a testmap once things are a bit more complete And yeah, only 2 entrances might create some campage problems, but i'll try to prevent that.
je m'appelle ohnoes!
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Re: Decent map makers out there? [message #381705 is a reply to message #381653] |
Tue, 21 April 2009 12:30 |
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Most of the good mappers are gone, so good luck getting good maps. If there are anymore decent mappers around, they're not mapping for ren anymore (like me).
HORQWER wrote on Tue, 18 September 2007 20:47 | this is not a real renegade forums ,some one made it up
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Renegade Forums - Official Drama Perpetuator.
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Re: Decent map makers out there? [message #381761 is a reply to message #381672] |
Tue, 21 April 2009 14:59 |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
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Colonel |
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madrackz wrote on Tue, 21 April 2009 17:51 | Very nice Map Stefan, it looks amazing! that map fits the Graphic style of APB.
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You probably mean Reborn. APB doesn't use that style for cliffs and neither that "advanced" bridge and support design.
Anyway you might want to include Fabian's Hourglass Flying to that list. The polycount is APB 2.0.0 range so many Renegaders probably can't handle it, but it's really what I would consider one of the beter Ren maps out there.
Beter known as "raapnaap".
www.apathbeyond.com
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Re: Decent map makers out there? [message #381790 is a reply to message #381668] |
Tue, 21 April 2009 17:18 |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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Stefan wrote on Tue, 21 April 2009 11:06 | I have a reborn fan-map i'm working on which i could convert to renegade quite easily... i can add lightmaps, VIS and other jazz to it aswell.
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IT IS U!!!
Anyway, on-topic:
Balance shouldn't be considered by determining how many buildings the other team can camp and if they are the same or not. Different teams should be able to do different things, that aren't identical, but at the same time are still balanced.
It keeps the gameplay fresh, non-repetitive, unpredictable, and non-symmetrical.
What I mean is, just because Nod has the ability to arty camp the GDI base and have a clear shot at their refinery, shouldn't mean GDI has to have the same ability on Nod's base. Think about it this way:
GDI's units are power-units with lots of armor. They are designed for steamrolling. Nod's units are hit and run or strike from a distance. The best way to balance them, just judging by the units, is give Nod the ability to attack one or 2 of GDI's structures freely, but not allow GDI to do the same to Nod's base. Instead, GDI would have a shorter run from the entrance to the first building.
How that balances out:
If Nod is attacking GDI's structures, GDI has a fighting chance because their units are made for steamrolling. So they can charge into the fray and hope to dislodge the Nod offensive. You see, if GDI had the ability to camp structures like Nod could, Nod would have a much harder time pushing them back. That's why it is important to force GDI to have to reviel their units to any base defenses to balance out, unless the map is balanced in a way to let them (Like Under, City, ect. Remember I'm just going off the vehicle stats). That's why I suggested give GDI less running room to the first open Nod structure
Doing it like that is what I call asymmetrical balance.
Also, BunkersTS is an example of a BADLY balanced map.
[Updated on: Tue, 21 April 2009 17:24] Report message to a moderator
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Re: Decent map makers out there? [message #381851 is a reply to message #381653] |
Tue, 21 April 2009 23:59 |
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Goztow
Messages: 9738 Registered: March 2005 Location: Belgium
Karma: 13
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General (5 Stars) Goztoe |
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Balance will always be a matter of opinion. I agree that asymetrical balance is important. An example of unbalance is when there's a huge entrance that can't ever possibly be covered by GDI against stealth technology.
I don't know which arguments (if any) you have against the balance on BunkersTS. It would be nice if you could expand a bit on your thought. We've played it often, with 3v3 up to 8v8 and each time the games seemed pretty balanced. This was in private games, in (more or less?) organized teams.
You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
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