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Post by |3io-i||ogical on Sept 18, 2010 19:23:35 GMT -6
Included in the zipped folder are three maps which I have made: "Tower," "Urban High Rise," and "scrapyard". "Tower" is based on a bunch of low and medium height buildings clustered around a central tower overlooking them all. Whoever controls the tower controls the map! Set on the old COTE landscape. "Urban High Rise" is also based on the old COTE landscape, but is redone to be more crowded and busy. It follows the old block sections of COTE (for the most part), but has many more twists and turns in between the buildings. Floating above the ground is a set of bridges that allow for inter-map sniping for both teams. "Scrapyard" is based on the "State Of Confusion" map and is your basic "post apocalyptic" map. Nothing too terribly special, but it's a fresh face. I hope you enjoy them! *attachment here is no longer current, please use one at the bottom of the page.* Attachments:
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Post by eye on Sept 19, 2010 11:53:17 GMT -6
Thankyou bioillogical
I added your maps to server and yes I looked at them , they are nice maps simple good TDM maps - and I renamed them with the TDM and redid a little of the scripting . Also bio on the map with the bridges there is three bad spots that you get hungup on that needs fixed . Then on the Scrapyard map I see afew of the buildings floating ok needs fixed other then that there nice . But you did the maps Thankyou again
eye
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Post by |3io-i||ogical on Sept 21, 2010 1:10:08 GMT -6
I was worried they might have been released a little early, especially without the accurate eye of Green Demon. However, I didn't want to pester him again. I will look into trying to fix those bridge points (I know where they are. Just go diagonally, it's like jiggling the leaky faucet handle) without altering the map shape, which is what I want to avoid. Also, I'll go hunt out and find those floating buildings, since that is a peeve of mine. I'll attach a re-release of the maps now that have the file names sorted out, as Green Demon pointed out that they were not the same and needed to be. Hopefully you get this Eye before you put the maps in. I do feel somewhat bad for releasing sub-quality maps into the community. I'll hire out some editors to help keep quality up in the future, should any more maps come. *not even sure what is in this file. Who cares, the fixed, complete file version is at the bottom. Don't download this one* Attachments:
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Post by |3io-i||ogical on Sept 23, 2010 11:41:52 GMT -6
As an update, I have re-done the "tower" map by clearing away many buildings that were cluttering it up. The map breathes a lot better now, and I hope it meets the level of quality that you expect and get from other maps. Building from the sky makes maps seem very large and open, and I failed to be on the ground. Still working
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Post by |3io-i||ogical on Oct 1, 2010 0:29:13 GMT -6
Tower: many of the buildings have been cleared away to open things up and reduce clutter. Scrapyard: floating buildings have been fixed. Urban High Rise: Bridges have been fixed to eliminate hang-ups, spawn points fixed, and some building clusters eliminated (some have been simplified or reduced). I am very sorry for releasing these maps when they had so many bugs in them. I hope I haven't caused too much irritation and that these maps prove to be much better. Attachments:
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Snow
Site Member
Starsiege: Retribution
Posts: 234
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Post by Snow on Oct 1, 2010 14:29:54 GMT -6
That's what Betas are for.
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Post by eye on Oct 1, 2010 20:32:14 GMT -6
Maps been added .......
Now will bioillogical be but up against a wall for his maps ?
or
Will bioillogical be thanked for his maps ?
or
Will bioillogical make more maps because we like them ?
or
Will bioillogical tell us all just to kiss off and be happy he made them ?
or
Will bioillogical just enjoy his maps and dont care what we say and just smile ?
or
Will eye say this :
Thankyou bioillogical I have added them and I thankyou for takeing the time to care to make us all new maps . I for one knows where your heart is and that means we all know because if I know we all know.
eye
Thankyou
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Post by |3io-i||ogical on Oct 2, 2010 13:06:19 GMT -6
I really should have released those maps as betas so someone else could check my work. Although as a side note, I now know how to check and create drop points, so cross-spawning is no longer an issue. Hopefully I'm not "put up against the wall," although I do realize that I did put some pretty error-ridden maps up this time. In my defense, it's still a learning process for me, and I'm learning the ins and outs as I make more maps. I run into problems (largely with over-crowding) because I build aesthetically. I just have to reprimand myself to be more practical. Eye, if those maps still have issues with them, just take them out. Take them out if people don't like them too. Of course, I'm more than willing to hear people's comments and complaints about the maps. Thank you though for giving my maps a chance on the servers!
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Post by |3io-i||ogical on Oct 9, 2010 11:03:32 GMT -6
Made a concept map recently. It utilizes the interior spaces of the "kong_hide" buildings or the large gray tunnels. Two one sided gray tunnels funnel into a center tunnel that is open at both ends. Each side has it's own "starter" tunnels The small area between the center tunnel and two angled tunnels is walled in. There is no getting outside of the enclosed area. I purposely made it like this, so that there would be a serverely cramped area to fight in. Inside the center tunnel are small barriers to hide behind, some residing against the wall, and some others occupying the center of the passageway. The tunnel is quite small, so that only 2 hercs could advance forward at the same time. I might forego the tunnels while still keeping the "bunker" feeling. *This map won't be released*, largely because I know concept maps like this don't do too well (comments on tower map?). Just thought I'd let you guys know, in case it sparks an idea in the mapping community. Pictures of the map are soon to come.
Please, if any of you have comments about the maps I made, pass them on, so that I can learn.
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Post by |3io-i||ogical on Oct 15, 2010 20:23:57 GMT -6
first set of pictures is of the orignal "bunker" style map. The second set is of a more reasonably sized map following the same idea. Attachments:
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Post by |3io-i||ogical on Oct 15, 2010 20:25:13 GMT -6
. Attachments:
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Post by |3io-i||ogical on Oct 15, 2010 20:26:05 GMT -6
revised map set Attachments:
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Post by |3io-i||ogical on Oct 17, 2010 11:56:43 GMT -6
to elaborate on the revised map... All activity takes place within the boxed in area, which is about 4 building lengths long (the tall, thin, and long buildings with the flange at the bottom) and 1.5 wide. Inside are cybird structures to provide cover, largely the "cybrid walls". Each side is symetrical, and both sides share the middle cover. This map is small, so while base invasion might be easier, people don't have very far to run to be right back at the front lines. My goal for this map concept was "fast and furious" fighting. The map is very simple, no frills or unique building combinations. Thoughts?
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Post by |3io-i||ogical on Mar 22, 2011 20:08:59 GMT -6
I was putting around in the map editor today, and made some maps. However, I came across a problem while making the second, on the "Terran Conquest" map. I cannot get any of the heal/ammo zones (those gray, opaque boxes) to work. The only thing I can think of it that I copy and pasted a heal and ammo one, which caused the game to malfunction in that regard. I think I deleted those copied ones. Now, not even the ones that were there orignally work. Any thoughts on how to fix this? Thank you for your time. I suppose I'll post some pictures below for comments and hopefully to spark an idea in the mind of another. Attachments:
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Post by |3io-i||ogical on Mar 22, 2011 20:09:32 GMT -6
#2 Attachments:
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