Ideas you have for maps

Greaser Dan :D

L1: Registered
Jul 4, 2009
40
0
I thought it would be nice if we all shared some ideas we have for maps that we are currently making or will be making in the future. If we brainstorm enough in here, maybe we can get some really high quality maps incorporating what we come up with.

Well, to begin, I'm currently working on two maps. One has an emphasis on vertical combat, much like Badlands except even more so. It's a 3 point CP map with Red defending. One of the highlights is the third and final cap, which is on top of a tower that is only reachable by crossing the pieces of lumber/girders which are suspended in the air from cranes. Cranes which are on an adjacent tower. A tower that on top of a cliff that you need to climb.

The second map I'm working on right now is a bit simpler and revolves around trench warfare. So far it's simply a one point map, which is going to have a long timer so that rounds don't end in four seconds. The point is up on a small platform, which has a tunnel going through the middle. On two sides there are trenches - one for Blu, one for Red. The trenches have the metal sheet tower things seen in Hydro so that the trenches can be used as a viable "forward position". There's going to be a bunch of cover and debris around to use as cover, and I'm trying to make sure every class can be used to their full potential. Perhaps in the future I will expand this map into a five point map like Well or Granary.
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
I want to make a plrctf,
You must capture the flag to move the cart. You can push it normally but capturing the flag creates a barrier and also increases the speed of the cart and pushes it automatically for 5 seconds.
 

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
A map where you first blow up the door to a base like a normal payload.
Then stage 2 you will have 2 carts and both them go to different "supplies" to blow them up
And in stage 3 you will have 1 cart that you blow up the final base with, that the supplies held up. (Like normal payload)


*cough* future of mooseshit *cough*
 

TracerDX

L3: Member
Jun 9, 2009
127
26
@Anton: I like everything but the name. I mean, just a point of thought... if I see that map name in lobby, I'm not going to be in any hurry to connect to that server to see what it is. :p

The idea I have been toying with lately is that of a plr+tc map. Nothing too original, just an extension of an idea I saw elsewhere here (1 center plr round and pl rounds for the losing team). And of course, the final zones are 1 cart push. The hardest part has been planning. I normally just block out my maps in dev textures, then tweak, but this project is going to take some careful planning if it has any hope of succeeding. The entities will be complex (the way I like it), so the geometry should really be set before I even start.
 

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
@Anton: I like everything but the name. I mean, just a point of thought... if I see that map name in lobby, I'm not going to be in any hurry to connect to that server to see what it is. :p

The idea I have been toying with lately is that of a plr+tc map. Nothing too original, just an extension of an idea I saw elsewhere here (1 center plr round and pl rounds for the losing team). And of course, the final zones are 1 cart push. The hardest part has been planning. I normally just block out my maps in dev textures, then tweak, but this project is going to take some careful planning if it has any hope of succeeding. The entities will be complex (the way I like it), so the geometry should really be set before I even start.

I'm really bad when it comes to mapnames :p

As I haven't done any release before, my map names are stuff like:

pl_aj3k (aj3k is short for antonj3000)
pl_shittyshit
cp_aj3k_developmentGTFO_47
lolbox
wtfmap
loldetailtest
sexyrespawnroom

About mooseshit I tried to think about stuff you find in a forest, Then I got the idea of mooseshit.
 
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ParanoidDrone

L3: Member
Feb 19, 2009
147
11
My current project is two large multi-level bases on opposite ends of a neutral room, a la Turbine. Horribly generic, I know, but I like where it's going so far. Sue me.

Umm...all I have for future ideas is a multi-stage CP map where point 1-1 is actually right outside your spawn door, only it's elevated so you need to get to the base of the slope and fight your way up. Also a switchback-based payload and a 5-CP map in a V shape and (hopefully) a custom aurora skybox. We'll see how that one goes. <_<
 

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
I don't know how difficult it would be, but there's all these models of missiles and lasers and so forth, but the only thing I've ever seen explode has been a bomb cart. I'd like to see a map that lets you use all this spy gear- once you get it up and running. At the least you'd probably want to do it as a cp map, but you could probably fit some ctf and payload elements in there as well- ctf for the launch/firing codes, payload to attach the warhead or beam capacitors, and so on.

Actually, thinking about it, you could do both: one side has the missile, the other side has the anti-missile laser. Missile wins, it launches and blows up the laser. Laser wins, it blasts the missile on the launchpad. In both cases these are sticking out of the owning team's base.
 
T

The Asylum

An idea I had way back when was a 3-stage map like Dustbowl, where RED defends and BLU attacks. Only, for the first stage, BLU would have to capture RED's Intel 3 times to win (like a 1-sided ctf). Second stage would have been a regular Dustbowl CP round. And the third and final round would have been a PL.

Unforutnatley, there's currently no way to switch from one HUD to another, so that kinda broke the whole deal for me.