View Full Version : Map Idea - A new sort of Map
DarthCuddlyEwok
05-06-2008, 21:12
Over the years, we've have CTF maps, deathmatch maps, protect maps, capture object maps and many others.
However, I've got an idea. A Retreat map. The rebs have to get to safety, with the imperials hot on their heels. The rebs will have to hold off imps while doors are hacked open. 4 hacking points mean 4 different places to defend. One room has a bridge, and one a long corridor so teamwork is essential!
The Rebs can easily win, by hacking quickly and running for it. The Imps can also win easily by conquering all the rebel forces.
Overview of map:
Rebs will have NO respawns - but are stronger.
Imps will have quite a few respawns, but are weaker.
What do ya think?
F-200 Efreet
05-06-2008, 21:16
i think it sounds like a good idea but it would be hard balancing the hacktime with the imps approach :S perhaps make a big bulky ''tech'' with cfl_fasthacking that runs like an elephant but hacks fast and can take a beating.
also be sure to have at least 2 medics and give the rebs some good health levels.
and make sure rebs won't just turn around and own imps ;p
In my experiance, a good mb2 map is made with open mode in mind first, fa mode in mind second.
Get it nice and worky in open and it will become a hit in fa (and this could be quite cool in open if done well).
Tallfire
05-06-2008, 21:43
If the rebs are stronger then why would they be retreating?
Maybe make some hacking points and destructable places for imps. Maybe with some warps to get around easier so they can hinder the reb's progress a bit.
it would really have to be done SUPER well in open mode because without a Jedi with Push, an Imperial TD would easily win the round.
EDIT: I really like the idea of a retreat map, though.
Jack of Blades
05-06-2008, 23:23
Indeed sounds neat.
wow cool,
do it do it do it. cmp here to help ya of course.
WorldsLargestIpod
05-06-2008, 23:45
If the rebs are stronger then why would they be retreating?
Maybe make some hacking points and destructable places for imps. Maybe with some warps to get around easier so they can hinder the reb's progress a bit.
he means to say that 1 rebel can beat 1 imp in a fight, but since this is a persuit obj, a near limitless number of imperials could be on their trail, as a consequence, the rebels only way of winning is a retreat; they're strong enough to hold back enemies while they retreat, but not strong enough to present a full fledged attack.
=Someone=
06-06-2008, 00:09
In my experiance, a good mb2 map is made with open mode in mind first, fa mode in mind second.
Get it nice and worky in open and it will become a hit in fa (and this could be quite cool in open if done well).
What Cid said.
Just make use of dynamic spawnpoints to allow rebs classes like Soldiers and ETs and this would really be awesome. After all, the map is linear, so it should be fine to change spawns each time a rebel gets close to a hack.
Azuvector
06-06-2008, 00:35
Sounds like a recipe for Rebs pwning Imps, personally. Also, as said, FA-designed maps tend to suck horribly in Open. While Open-designed maps can be great in both.
GoodOlBen
06-06-2008, 02:04
Dekas. Pay attention to them when you make it. Dekas are the ultimate attack force so make sure there's plenty of ways to outdo the deka.
Dekas. Pay attention to them when you make it. Dekas are the ultimate attack force so make sure there's plenty of ways to outdo the deka.
aye, the map needs to be catered such that Dekas and TDs are not instant wins for the imperials. That means each area is going to need plenty of cover and be very defendable.
Assassin
06-06-2008, 03:33
Sadly, I'm willing to bet that this would probably turn into all but one jedi fighting at the spawn while the jedi uses force speed to run through the map. I like the idea though! Definitely could work in FA.
while the jedi uses force speed to run through the map.
good thing you can read. The idea is to have several doors that must be hacked open to proceed.
DarthCuddlyEwok
06-06-2008, 20:56
I'm designing for open first.
I'm designing for open first.
make sure each door hack has plenty of cover from Dekas and TDs.
The Swashbuckler
07-06-2008, 09:39
I like the idea. But yeah, don't even bother thinking about the FA at first. There are ways to balance the map itself without FA-related restrictions, and if you work on Open mode balance first, you may actually find that you're able to make even more interesting changes to the FA.
Seems like one of the main things you'll have to consider with the map is how to ensure that the Rebels will have a harder time defending than is typical of most maps. This may require things like having a greater amount of cover on the Imperial side of a hallway in comparison to the Rebel side, for example. You could even make some Rebel-side cover destructible (though with more total "health" than the cover in maps like Star Destroyer). You might also want to include a hallway or two that is sloped downwards in the direction of the Rebels' objectives, thus making it more difficult for Rebels to throw grenades at their attackers - and easier for the opposition to do the same.
While I'm mentioning hallways, it might be a good idea to... well, have less hallways and instead focus on more actual wide-open areas. Keeping the Rebel hack points in hallways or rooms separated from the wider combat areas is still a fair idea, but just focusing on hallway combat results in very bland firefights. Areas don't have to be huge, but make them wide enough that players are actually required to do something more than just shoot in one direction.
And one more thing. I strongly, strongly disagree with the idea of including a bridge. On a map like Comm Tower, where alternate routes are essential for the attacking force (and for map balance), a bridge isn't a big deal. But in a map where you are essentially requiring that one team continuously attempt to fall back while the enemy team continuously attempts to overpower them, having any sort of bridge-like area that could allow for something like Force Push spam is a bad idea. (Consider why you hardly ever see gunners in the generator room on DOTF.) On any other map, having a bridge isn't a big deal, but the only way to balance a bridge for all classes is to ensure that the bridge is completely avoidable, and having alternate routes on a map like this would likely hurt the "push forward" and "fall back" aspects of the combat.
Mashirafen
07-06-2008, 10:03
Or you could just put railings on the side of the bridge?
The Swashbuckler
07-06-2008, 10:05
Then you might as well just be making it another hallway. :p Only difference would be that players might get launched off by grenades and the like, and once again, that's not necessarily a good thing.
GoodOlBen
07-06-2008, 12:16
It's the esthetic that counts there. It's more exciting fighting over a bridge area than a simple hallway. So what if you can get thrown to your death by a nade, that's just half the fun.
RebelScum
07-06-2008, 13:57
You could put in a small catwalk or a bridge surrounded by lava. You can really do a lot with this type of map. Hope it turns out great!:) I could help with the FA coding if you want...
You could put in a small catwalk or a bridge surrounded by lava. You can really do a lot with this type of map. Hope it turns out great!:) I could help with the FA coding if you want...
so join the cmp. (http://www.moviebattles.com/forums/showthread.php?t=16764) and you might get the chance to do so.
UnsungHero
07-06-2008, 18:18
so join the cmp. (http://www.moviebattles.com/forums/showthread.php?t=16764) and you might get the chance to do so.
THIS SERVER DOESNT ALLOW RECRUITING!
DarthCuddlyEwok
07-06-2008, 21:15
Today I'm officially starting the map. At first, I'm just making the general layout, e.g. just boxes and corridors. No textures yet
Btw, how do you make it so everything shows grayscale in GTKRadiant 1.4?
Today I'm officially starting the map. At first, I'm just making the general layout, e.g. just boxes and corridors. No textures yet
Btw, how do you make it so everything shows grayscale in GTKRadiant 1.4?
texture everything with colors/gray :P
but you must texture it one by one
DarthCuddlyEwok
13-07-2008, 12:00
Starting on The Bridge Area - I made it before hand, but it was seriously out of proportion. I'm planning to have a small catwalk to the left of it, so the imps can go across there instead. Gives the rebs two places to defend instead of just placing 2 snipers on the bridge.
Mashirafen
13-07-2008, 12:30
Approx. % done? =z
DarthCuddlyEwok
24-07-2008, 12:13
The Bridge Area is 70% done - I'm adding details and changing vital things.
Im excited about, do you have some Screens maybe? It doesnt matter if you put colours or not till now,i just want to see something :)
DarthCuddlyEwok
24-07-2008, 20:29
Here is a screen of the bridge area - The Textures, Lighting or Brushwork are in NO WAY FINAL.
I know its dark, thats because it was a Failed Midnight Assault on the Imperial Building.
Looks good, but the railing seems off. First of all, it's too similar. Generally, a railing will have a thick rail with slimmer posts. And it seems to be misaligned with the bridge. Lighting is good, gives it that cavernous, "big shaft of doom" look.
Jason_Bourne
24-07-2008, 20:47
why dont you make guardrails in all the bridge, and also they would be better if they were cylindrical guardrails instead of rectangular ones, it would make the map look better and less boxy
DarthCuddlyEwok
24-07-2008, 21:06
Yea the rails are just a stand in. I'll be doing proper ones soon.
BTW below the bridge there will be lava/water that slowly saps your HP. thats not a floor down there.
DarthCuddlyEwok
25-07-2008, 09:06
On the Subject of TDs and Dekas:
The whole idea of this map is teamwork. Imps will throw nades and Jedi will push them back. In FA, I'll have to make sure there are less nades than normal however.
As most of the fighting is done in corridors, Jedi will easily be able to swipe their saber into a deka rolling past.
Well, it looks nice for me , good luck, only one thing , do it less boxy :)
DarthCuddlyEwok
25-07-2008, 09:50
Here's the corridor leading off from the bridge.
Lots of cover for Rebs and Imps, with a few near the end of the corridor destructible
DarthCuddlyEwok
25-07-2008, 12:08
Here is the cargo room, which is directly after that corridor. There is a sort of metal canopy over the entrance to the room because I didn't want Mandos and Jedi to just jump/fly over the cargo. Any suggestions how to stop them doing that in the rest of the room?
DarthNormaN
25-07-2008, 12:22
looks like a skater park in tony hawk..
Juggernut
25-07-2008, 12:49
You could add clip above the boxes so that theres practically just boxes all the way up to the roof.
For me its looks loike a mix of Corellia and Star Destroyer.But it looks really cool,everything looks so dark.Hope its part of the atmosphere of the map ;)
DarthCuddlyEwok
25-07-2008, 13:23
@DarthNorman - there will be more crates. Lol Movie Battles 3 - Tony Hawk Skater Park. Skate your way to victory through DOTF, CommTower and more maps in this exciting sequel to a Star Wars game.
@Juggernut - but then it would look a bit strange. A mando flys up and can't go forwards for no reason. I suppose I could pile crates to the roof though.
@Aero - yep it's meant to be dark
Starting a new thread so people can find out about it easier now it's gone from a thought to A WIP.
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