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New Map
Posted: Fri Aug 23, 2002 4:52 pm
by swskier
Hey guys, Im gonna start my first real map and want to know what kind of maps you like to play.
Outside or indoors?
Big sniping map or small 2vs2?
Summer or Winter?
Europe or Africa?
Any other ideas would be awsome, anything you want to see included in the map!
-swskier
Dunkirk
Posted: Fri Aug 23, 2002 5:23 pm
by tltrude
No one has done the battle of Dunkirk. The french spell it "Dunerque". This site may give you a taste of what it was like: Operation Dynamo
The Mass Evacuation from Dunkirk
http://www.battleofbritain.net/section-2/page-5.html
Just making a map of the harbor would be a trip, ha ha.
This is how the port looks today:

heh
Posted: Sat Aug 24, 2002 12:14 am
by swskier
i think thats a LITTLE over my head

im thinking about a cemetary....that would be cool....
Posted: Sun Aug 25, 2002 6:02 pm
by McBa1n
yeah, i think this is the wrong forum to see what kind of maps we'd like to see built, because it will always be something that will challenge you, make you work hard, and study lots and lots of architcture - probably:>
I personally enjoy small heavy action maps that contain multiple lanes to get places, but also loaded with sound cues when possible. A high intensity and tricky on the senses map:>
Posted: Mon Aug 26, 2002 12:29 am
by swskier
I dont mind being challenged, in fact, thats what i want. I want to get better at mapping and make something people want to play.
What do you mean by sound cues?
Posted: Mon Aug 26, 2002 5:45 pm
by McBa1n
For some reason, you'll notice, that majority of the 'tournament' type of maps used in competition are loaded with sound cues...
Some of the greatest maps of all time had nothing to do with brushes, but attention to sound detail and a slick layout.
A sound cue is something that occurs that gives away the person who generates the sounds to their opponent.
For example: opening a door.
Now, there are more ways to generate sound cues in this game. Quite a few, actually - however not as many as say Quake, but there are some. Giving people who are attentive to all their senses while dm'n an advantage like that is something that has been customary since competitive gaming began back in the days of doom.... However, many modern mappers (professional, especially), do not have a competitive tournament gaming background - which is why there is normally no emphasis on 'sound cues'. I will admit this game is very difficult to create them effectively, you're limited... But, there are ways to generate sound against a players will... Which is ulitimatly what makes great maps.
Posted: Mon Aug 26, 2002 7:23 pm
by swskier
aaahhh....like :::SQUISH SQUISH SQUISH::: as your player walks through a muddy trench

Posted: Tue Aug 27, 2002 4:40 am
by McBa1n
exactly... like the bridge OBJ map, with the sewer area
even while walking, you slosh aroudn and make noise.
while the designers i'm sure didn't plan on that being a key thing in that level, in reality, it is very important...
I should do something on my pre moh dm maps on sound cues and the psychology behind it all, to help other map makers.
mapping
Posted: Thu Sep 05, 2002 6:37 am
by angels
just make the kind of map that you like to built...
Posted: Thu Sep 05, 2002 7:54 pm
by UBER_SOLDAT
i've checked that dunkirk site. given me a few ideas. that might be my next map. Anyone know if there were paratroopers at dunkirk? those oil barrels look like one good objective. i might start it at the weekend