Concept: Junkyard/Scrapyard

Discussion in 'Mapping Questions & Discussion' started by RideTheCatfish, Oct 18, 2009.

  1. RideTheCatfish

    RideTheCatfish L1: Registered

    Messages:
    18
    Positive Ratings:
    0
    This idea came to me earlier today, and I decided to see if I could roll with it a bit. Basically, a map (more than likely capture, payload or territory control) that is basically a big junkyard. Primary structures would include mounts of waste and garbage, maybe one or two central buildings, and possibly a water body.

    As I said, I'm currently brainstorming, but I'd love to see if anyone else has some ideas for it. I figure some interesting shit could be implemented here.
     
  2. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    393
    It would require loots and loots of custom models
     
  3. Dr. ROCKZO

    Dr. ROCKZO L8: Fancy Shmancy Member

    Messages:
    580
    Positive Ratings:
    159
    And a Giant Nuke in the middle of it surrounded by cultists.
     
  4. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

    Messages:
    944
    Positive Ratings:
    564
    Huh, that reminds me of fallout 3 Rockzo... hmmmm :p

    It would be a cool concept, I dunno about execution though.
     
  5. Dr. ROCKZO

    Dr. ROCKZO L8: Fancy Shmancy Member

    Messages:
    580
    Positive Ratings:
    159
    Lol, O RLY? :p
     
  6. Zwiffle

    Zwiffle L6: Sharp Member

    Messages:
    272
    Positive Ratings:
    81
    Yeah I came up with some junkyard ideas, some detail ideas specifically. An easy one would be old broken down car chassis, specifically a Volkswagon Beetle (1960s) would be really cool. Tire frames would also work placed everywhere. A lot of the razor-wire fences would work. A quick pile of trash texture + displacements would also solve a lot of your problems.

    I imagine a layout would be heavy on displacements, lots of hills of trash (or to be more inventive you could have giant pillars of trash) and one building for each team at sort of a 'nexus' strategically placed on each side.