Map Features/Designs/Interactivity

Started by Farley4Fan, November 10, 2007, 12:46:16 AM

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goodkebab

Our style of game play requires up close and personal confrontations.  To force that,  we need tight maps with rooms and corridors that are small enough for mercs to navigate quickly. 

Doom 3 would be a better example of darkness that feels claustorphobic 

Farley4Fan

This map would have plenty of that.  It isn't that big of a map as the pictures make it out to be, it's actually approximately the size of sector 1 and 2 of warehouse combined.  Not that big, actually pretty small for a SvM map.  Not too claustrophobic though, only inside the bases are there a lot of narrow hallways and rooms.  Plus the big wheel in the middle discourages mercs to snipe a whole lot, the big wheel would block a lot of views.  Actually, I could upload a video walkthrough of the map showing everyone the details.  I don't know when I'll get around to it, at most in a day or two.

Farley4Fan

Anyone else have an opinion on the map?  I mean the last resort map not the jungle.

InvisibleMan999

Quote from: goodkebab on November 26, 2007, 02:48:45 AM
Our style of game play requires up close and personal confrontations.  To force that,  we need tight maps with rooms and corridors that are small enough for mercs to navigate quickly. 

Yeah you want fairly tight maps, but not too tight where the mercs can get anywhere at any time. It would be kind of nice to set up some basic balance guidelines though. Things like "traveling to one objective to another close objective should take 6 seconds for the merc" or something like that.

Clearly we want to have maps bigger than Aqua and warehouse, but we also want to avoid crap like Vertigo where you can't possibly respond in time if you miss seeing which direction they took out of the spawn.

Gawain

Quote from: InvisibleMan999 on November 27, 2007, 09:22:26 AM
Quote from: goodkebab on November 26, 2007, 02:48:45 AM
Our style of game play requires up close and personal confrontations.  To force that,  we need tight maps with rooms and corridors that are small enough for mercs to navigate quickly. 

Yeah you want fairly tight maps, but not too tight where the mercs can get anywhere at any time. It would be kind of nice to set up some basic balance guidelines though. Things like "traveling to one objective to another close objective should take 6 seconds for the merc" or something like that.

Clearly we want to have maps bigger than Aqua and warehouse, but we also want to avoid crap like Vertigo where you can't possibly respond in time if you miss seeing which direction they took out of the spawn.
the problem with aqua is not the size but the central camping points, eg tech room and bridge. if there was another objective in the office, things would look different.

no i don't think there should be standards. i like diversity in gameplay which depends on the map in some extend. i think most map concepts can get balanced with little changes of timers, lightning, security, obstacles, vents etc.

neth

Quote from: InvisibleMan999 on November 27, 2007, 09:22:26 AM
Clearly we want to have maps bigger than Aqua and warehouse, but we also want to avoid crap like Vertigo where you can't possibly respond in time if you miss seeing which direction they took out of the spawn.

In other words you want to have 1 scheme maps. All these maps are ok but you need to know how to play them.

Farley4Fan

1 scheme maps?  Why?  We need some variety.  Variety so it isn't the same style of gameplay on every map.

Daybreak

Last resort is not a PS map. It's too large and does not feature enough paths or diversity to create the atmosphere that a typical PS map should have. It's a map made for 10-16 players. not 4.
I for one would not play it as a PS map. I really can't stress enough that all the maps should be fresh and new designs. To gain more popularity, with the UT3 community, perhaps we should look at UT3's single player or one of their mulitplayer levels, and make an extension of that level. That way, it merges what they are used to into our MOD.

Farley4Fan

Large?  It's small for a SvM map.  Of course we would modify it to fit SvM with more vents/passageways/ziplines/rooms/walkways.  It would work.  Give it a darker atmosphere, throw in some more passages, maybe an underground level, and it would be set.

Bob_Bobber0

I think with a lot of modifications Last Resort would be a good map. There are multiple areas of insertion as well as many places that can be made to be spy friendly. If would could get a good working model I think it'd be nice. Add some spotlights looking the outdoor areas, actually pretty good. I'm trying to think of maps from other games that would be good for SvM.

Farley4Fan

If you can think of any you might want to provide pictures or the PC players won't know what you are talking about.  Spotlights would be awesome, seems like everyone wants those in a lot of maps now.

Bob_Bobber0

is there a way I can get a hand on the UT3 map editor without buying the game so I can start designing maps or anything?

Succubus Dryad Of The Undying Comet

Torrentz, but i suppose buting UT3 will be better anyways.

Digital-Maniac

I havent read through the entire thread (it's pretty long & I'm at work.)  So sorry if this has been mentioned or is an old topic (I'm on the 3rd page). 

In regard to the weather changing, wouldn't it be best to have the weather change according to the time left on the map?

10 Minutes - Dark storm clouds, Heavy Rain, Heavy Winds, and LOUD lighning & thunder. (lightning should illuminate the map and create dynamic shadows for a split second, lighting would have to be totally random otherwise skilled gamers would time it and hide appropriately to avoid shadows from it.)
7 Minutes - Storm Clouds clear up a bit, rain slows down and winds calm down, Lighting & Thunder settles down.
5 Minutes - Skies clear a slight drizzle still evident and no thunder
2 Minutes - Sunny Sky (Maybe throw a little rainbow in there; if possible), no rain, you can still have some thunder.
of course Random weather would be the coolest but that's kind of hard to do probably. 

neth

That could work on some maps tho i dont know what are possiblities of implementing it. Personally id rather see maps with changing weather but im not saying no to this concept.