cdeezgames.com
May 23, 2012, 06:55:09 AM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
 
   Home   Help Search Articles Login Register  
Pages: 1 [2]   Go Down
  Print  
Author Topic: Map Design/Layout  (Read 1513 times)
(CDG)yoz303303
Moderator
Hero Member
*****
Posts: 785


Flying Dutchman


WWW
« Reply #15 on: July 25, 2010, 10:01:49 AM »

i only use tips... Cheesy

i tried to make a messure stick once or liniaal as we call it..never used it 2 any good...lol
when using the snap tool i usually use colonial fence1 and snap lots of them together covering the object
you want to snap completely and then take the middle ones out.

this way you can be sure they are the same height in line together... Smiley
nothing new for most of you i think.

Logged

(CDG)2110
Clan CDG
Jr. Member
*****
Posts: 125


ill change everything, watch.


« Reply #16 on: July 26, 2010, 12:01:56 AM »

tip 01. ubi sucks, plain and simple Grin

tip02. use terrain as an object of the map. sync it in ur head as another piece u have to try to get right. i see tons of great maps and layouts, its just that those spear headed mountains kill the look of the map.

tip03. hollow objects are your friend. use this to create an invisible barrier( etc. colonial small 01, or any of the floors in the industrial section). this will make sure know one can hop over that 2foot fence of a barrier.

tip04. large maps are too snipy. some of us might like to snipe. but doesnt a large map get too boring? make something large, but not too small. this will give you that extra good layout to balence that map of yours.

tip05. open areas are the devil. a pkm and ar16 will kill u hands down in open areas. thats why i like to place as much cover as i can. but remember not 2 clutter the map up.

maby that would help some1
Logged



Uploaded with ImageShack.us
[CDG] Negrumir
Legendary Waste of Ammo
Moderator
Hero Member
*****
Posts: 1101

Get dead!


« Reply #17 on: July 26, 2010, 01:04:07 AM »

I'd like to add to that.

Reply to 4: Just 'cause it's large doesn't mean it's gonna be snipey. And just 'cause it's snipey doesn't mean it's bad. Just 'cause it's small doesn't mean it's not gonna be snipey either. Large maps can be action packed and fun if they're focused correctly. Also remember there's a difference between a focused map flow and a bottleneck. One is good and the other isn't. Sniping isn't a plague that should be avoided. It's a type of gameplay that some people enjoy. Just as Close quarters is a favorite for some, sniping and long range is a favorite for others.

Reply to 5: I beg to differ. Ever seen RrueH's Sand pit map? That map is bunches of cover-filled areas surrounding one open area with no cover at all. You can shave lots of time off making it across the map by going through the middle, but you'll likely get killed. Thing is, people often see it as such a deathtrap that they don't even bother looking to see if anyone's in there. Meaning you can run across undetected in broad daylight. Smiley

In reply to both, yes, he's got good points on both topics. but don't ever rule anything out when map making, people are still coming up with new uses for objects. Plus, any map concept will work if done right. And yes, I mean any map concept at all. If it's put together well and thought out properly, it can be a success. Check out that map "Gotcha v1.0" it;s the most simple of designs, yet it's extremely popular and has been copied many times. It's very fun too. There is no such thing as too big or too small when it comes to maps. They just need to be built to accommodate what they were intended for. Smiley
Logged


PSN: Negrumir
(CDG)yoz303303
Moderator
Hero Member
*****
Posts: 785


Flying Dutchman


WWW
« Reply #18 on: July 26, 2010, 08:10:55 AM »

when you stack 31 greenhouses in eachother and 1 shanty fence 05 , you get exactly 10,000 points
when you select them all you can put them in a grid and look at validation how much your object count is...

Logged

(CDG)CaptainDEEZ
Administrator
Hero Member
*****
Posts: 2702


cdeezgames_com
WWW
« Reply #19 on: July 26, 2010, 08:17:06 AM »

Good point yoz, that's one I never thought of.

When trying to select a group of objects around a bunch of other objects I select them all with the red cursor.  Then I will take the same cursor with the other button and deselect all objects around what I want.
This will help you get objects that are grouped with too many to differentiate.  Also helps if they are buried in the ground.
Logged

(CDG) psnMetallicamaniac
Clan CDG
Full Member
*****
Posts: 179



« Reply #20 on: July 26, 2010, 06:03:06 PM »

lots of good tips here!
i kinda didn't think of the source-count in my new map, sooo, its too big and it has to little cover, but i'm going to post it anyway Tongue renamed it to CDG Citizens at War, and i'm going to make a better version, with more detail, little smaller playable area and maybe make more levels. at the time, this map is all on one level, almost no enter-able buildings, only two parkinglots and a gass station. but the overall look of the map is pretty cool, so the next one is going to be cool Smiley btw, wanna thank warlord for his awesome map, city no. 42, thats what inspired me to make a city like this Grin

So heres another tip, listen to all this tips in here lol Cheesy cus' if you don't, your map's gonna end up like mine just did ;P
Logged

(CDG)CaptainDEEZ
Administrator
Hero Member
*****
Posts: 2702


cdeezgames_com
WWW
« Reply #21 on: September 06, 2010, 09:44:03 AM »

Absolutely right.  It's very hard to make a sniping map in 2 grids of space unless you build up.
I like to have a variation of maps in my play list so I can snipe on some and run and gun on others.  After all you don't get the full effect unless you play the full spectrum once in awhile.
Logged

Pages: 1 [2]   Go Up
  Print  
 
Jump to:  

Powered by SMF 1.1.16 | SMF © 2006-2008, Simple Machines