Map Idea For the taking

Endgamer31

L1: Registered
Jun 22, 2011
9
2
OK so a few of me may recall almost 6 months ago i posted another thread asking for someone to coordinate a map with me.

i actually got 2 people to work on the map i had described but both were relativity new to mapping and gave up after only starting initial designs.

I am tired of this map not existing and frankly i myself have no where near the skills to even attempt it.

for those of you who dont remember (probably most of you) the concept was thus.

most vertical 5CP maps end up being terrible because one team (normally the top) has a huge advantage.

my hope to over come this was a circular and vertical map, which would have a double helix layout with each team having to work their way up to a central 3rd point and then back down again.

for those that need a more visual idea i have actually managed to do a quick sketch of the routes and possible locations of CPs in sketchup.

http://www.mediafire.com/?we1kuz7t7mz6l60

not possitive that these would be ideal locations for the CPs but if they change i wont be broken hearted

the basic aesthetic and design concept came from these sketches though the scale would of course be different (like perhaps the same diameter as nucleus

http://jessevandijk.net/g_08_76.html

I have gotten to the point where i just want to put the idea out there and see if anyone looking for inspiration will pick it up and run with it. I am willing to give advice on how i think this should go if whoever picks it up wants and im also willing to stay out of it.

All i ask is that if anyone does intend to go forward with this idea that they let me know so that if they do finish it that i can actually play it.

so if anyone is interested or wants more info let me know, if not, I'll just have to wait the few years that it will take for me to be up to the challenge of making it work and do it myself :p
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
I don't really think it would work, but that might be some details i have missed...

First of all, a double helix provides a single, extremely predictable path for each team, which is not fun. (Haven't checked your sketchup file, so if you HAVE thought about this, i apologize.)

Also, we have both teams starting directly next to each others, which will most likely turn the map into a death match at ground level very quickly. (Again, if you have thought of a way to counter this, I'm sorry for not looking the files through :p)

The next thing would be that a double helix would be... hard... to decorate. Hell, what would you want it to look like?


I pretty much don't think it is possible to make a good map if you know the shape of it from the beginning. You have to experiment, either on paper or in hammer.

If you really want to try the idea, then why not try to learn how hammer works? :D
While its hard to master, it is very, very easy to learn :D
 

Endgamer31

L1: Registered
Jun 22, 2011
9
2
A the 2 team would start opposite from each other (much like nucleus)

B the MAIN path would be a double helix. nothing saying that there cant be other paths that switch back and forth or cross over to the central spire

C as far as decorating that is all covered by the link to the website i provided that shows the original inspiration for the map. basically a sink hole in the middle of an island with a spire in the center.

D oh i have learned hammer. i've made a total of 3 maps that all were OK but nothing spectacular. Since i'm a college student with a full time job my time is limited though and i know that while this project would take me months/over a year to complete because of its complexity/my lack of time, someone who actually knows what they are doing could probably complete it in a much shorter amount of time. Thats why i posted the general idea here so if someone is looking for inspiration the can grab it an run with it
 

Arnold

L6: Sharp Member
Jul 18, 2008
283
242
Honestly I have no idea why you would want that shape specifically.
A team that caps the central point will have the advantage from then on because they have the height advantage which is not something you can fix because it's inherent to the shape of the map you are asking for.

So in short it will just be a bad map with possibly a cool aestethic from spectator point of view I will advise against basing your map on this specific shape.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
one would think in 6 months you'd had learned enough hammer to at least get started

I agree with this. Hammer is the easy part... Getting a working layout and story, that is the hard part.
 
Mar 20, 2012
391
806
I agree with this. Hammer is the easy part... Getting a working layout and story, that is the hard part.

This. A million times.

Although occasional it's hard to get something to look right in hammer (damn you complicated displacements!), I spend hours more at my whiteboard/notebook than on hammer.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
What happened to Rexy's post, or am I remembering a different thread?
 

Endgamer31

L1: Registered
Jun 22, 2011
9
2
one would think in 6 months you'd had learned enough hammer to at least get started

well thats the reason that i put the idea here. i havent had enough time to do anything with hammer :C

as far as it not working as an idea. it might work and it might not. it will at least be better than any other attempt so far at a vertical map since both team have to go up and down. even if the team that caps the mid has an advantage once capped... so what.. arent they supposed to? plus that could be addressed with any of a variety of timing of cap areas/ side routes to back cap.


all in all i might try my hand at a proof of concept at least, but the offer still stands to anyone brave enough to take the idea and run.