experimental map concept, and layout.

Discussion in 'Mapping Questions & Discussion' started by Twist.vmf, Oct 31, 2016.

  1. Twist.vmf

    Twist.vmf L6: Sharp Member

    Messages:
    362
    Positive Ratings:
    133
    so i have been working on an underwater city map in tribute to the long forgotten Fathoms

    but there is one problem...I DON'T KNOW WHAT GAME MODE TO USE!!!!
    so here is the concept layout, and a list of things to keep in mind:

    1:the hole map is indoors
    2:the will be at least 2 levels possibly a 3rd
    3:the players should never have to leave the city (nothing outside)
    4:it is A symmetrical



    here it is!...it's bad...
    IMG_20161031_194126854.jpg
     
  2. Twist.vmf

    Twist.vmf L6: Sharp Member

    Messages:
    362
    Positive Ratings:
    133
    plus+ what i have done. still just concept
    20161029002626_1.jpg
     
  3. Xelilian

    aa Xelilian That guy with a battleship

    Messages:
    228
    Positive Ratings:
    312
    your design looks like tc and i dont really understand this game mode all that much
     
  4. sooshey

    aa sooshey :3c

    Messages:
    522
    Positive Ratings:
    418
    Maybe Steel style? I dunno, it's way better to choose a gamemode first and build the map specifically for it rather than the other way around.
     
    • Agree Agree x 4
  5. SmallBiscuit

    SmallBiscuit L7: Fancy Member

    Messages:
    463
    Positive Ratings:
    241
    A/D? its a good start but...
    This is very true... redesign a map with a specific gamemode set in mind... it should help ALOT
     
  6. Twist.vmf

    Twist.vmf L6: Sharp Member

    Messages:
    362
    Positive Ratings:
    133
    but i DON'T have a game mode in mind
     
  7. SmallBiscuit

    SmallBiscuit L7: Fancy Member

    Messages:
    463
    Positive Ratings:
    241
    Hmm... well, roll the die. I'm serious. Stick your six favorite gamemodes to a number, and roll it. If 3 was koth, make a map layout with your theme for koth. Payload? Do the same thing!
     
  8. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,102
    Positive Ratings:
    5,982
    Cramming a mode into a level not specifically designed for it will get terrible results.
     
    • Agree Agree x 9
  9. Cartfridge

    Cartfridge L2: Junior Member

    Messages:
    74
    Positive Ratings:
    135
    Levels and their design principles are largely based on the gamemode you will be using to create them, forcing a gamemode upon a map is the equivalent of buying random ingredients from a grocery store without knowing what dish you want to cook.

    You can attempt to restructure the layout of the map with a gamemode in mind though, keeping certain elements from the basic design if you want to.
     
    • Agree Agree x 2
  10. Twist.vmf

    Twist.vmf L6: Sharp Member

    Messages:
    362
    Positive Ratings:
    133
    Capture the Flag it is!
     
  11. SmallBiscuit

    SmallBiscuit L7: Fancy Member

    Messages:
    463
    Positive Ratings:
    241
    so, will you be redesigning the map with ctf in mind? because that map is asymmetrical... and ctf is usually symmetrical if you want it to be balanced...
     
  12. Twist.vmf

    Twist.vmf L6: Sharp Member

    Messages:
    362
    Positive Ratings:
    133
    Nope!
     
    • Funny Funny x 1
  13. Svode

    aa Svode Take a Chance on Me

    Messages:
    160
    Positive Ratings:
    371
    Well good luck on trying to make an asymmetrical CTF map
    You'll need it.
     
    • Thanks Thanks x 1
  14. RodionJenga

    RodionJenga L5: Dapper Member

    Messages:
    232
    Positive Ratings:
    235
    Not if it's a/d. Or standard can be done with a LOT of testing

    I know this is a rapture theme and all, but make sure there's not just one tube between rooms, or this'll be choke city
     
    • Thanks Thanks x 1
  15. SmallBiscuit

    SmallBiscuit L7: Fancy Member

    Messages:
    463
    Positive Ratings:
    241
    Well, a/d is a complicated gamemode, and its technically not official... but you are right in that one, but... standard even after testing wont be balanced correctly, as players would prefer one side over the other... its almost impossible, and i would never recommend it...
     
    • Thanks Thanks x 1
  16. dryerlint

    dryerlint L5: Dapper Member

    Messages:
    205
    Positive Ratings:
    183
    You can just mirror the existing asymmetrical geometry if you want to make a symmetrical map, no?
     
    • Like Like x 1
  17. Crowbar

    aa Crowbar perfektoberfest

    Messages:
    1,418
    Positive Ratings:
    1,140
    Redesign is what's needed. Leaving what you currently have for reference. Not sure why you refuse to do so.
    Edit: what also says that it's what you need is the fact that the layout you've shown is actually bad, without any will to offend you. You'll need theory as well as testing.
     
    • Agree Agree x 1
  18. Twist.vmf

    Twist.vmf L6: Sharp Member

    Messages:
    362
    Positive Ratings:
    133
    how about i just make a whole bunch of maps with a whole bunch of game modes and see what works!
     
  19. dryerlint

    dryerlint L5: Dapper Member

    Messages:
    205
    Positive Ratings:
    183
    Your ambition is awesome, but still, that'll probably take way too much time and testing... like, way too much. Maybe just draw out a layout on paper for each gamemode and pick the one that's your favorite?
     
    • Agree Agree x 2
  20. Fantasma

    aa Fantasma

    Messages:
    882
    Positive Ratings:
    969
    Don't fuck yourself over with inertia, use what you have and make it new with the gamemode in mind or else you're gonna waste your time teaching a dog to quack
     
    • Agree Agree x 2
    • Respectfully Disagree Respectfully Disagree x 1