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Author Topic: New Player Maps  (Read 5043 times)
(CDG) maxpower
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« Reply #15 on: March 01, 2009, 08:06:16 PM »

Well since Blasted Canyon has been mentioned on here I thought I would go ahead and post the whole series. The Lobby, Warlords, and Red Faction SUPERMAP are new. I've only played the SUPERMAP on CTD but it was a very fun game. These are all levels from the original Red Faction game and created under my other psn: mo_ron.

Blasted Canyon-RF (DM - TDM - CTD)
This is a remake of a level in the original Red Faction game from PS2. It was great fun in the original and does not disappoint in FC2. Probably the most fun level I've made and played in FC2. It's a narrow canyon with elevated bunkers at each end. The bunkers are not accessible to the other team. The only cover on the map other than the bunker is a few rocks. Its pretty much an all out battle from the start.

     

Team bunker with pipe slide for exit only
     

The Lobby-RF
DM - TDM - CTD. 4-8 players recommended.
This 2 level structure is fairly basic. Spiral walkways take you to the second level. Huge columns are the only cover so action will be intense. I chose to use the fort pieces over the concrete blocks even though it looks like a zebra inside. The concrete pieces were too dark for the limited lighting inside. This level also has four hidden rooms accessible from the main floor or the walkways, just like the original. CTD crates are located in these rooms.

   

Warlords-RF
DM - TDM - CTD. All size games recommended
This is a small canyon map with multi levels structures on each side. Basic all out warfare from the start. Little cover other than the structures, its like Blasted Canyon only smaller. Bases are accessible by either team.

   

Red Faction
DM - TDM - CTD - Upr. Full matches recommended.
This map brings all the maps together into one level for the whole experince. Play in the Lobby, head to Blasted Canyon, then finish up at Warlords before heading back to the Lobby. You can move through the entire map and back to the beginning within a few minutes. Its laid out very efficiently so you can't get lost. DM spawns are in the Lobby level, team spawns are APR in Warlords and UFLL in Blasted Canyon. There are multiple levels of action. Check this out in the editor to see how it all works together.

Red Faction SUPERMAP
   

But there's a bonus level -  Mine Warfare!!

Mine Warfare
This is not a seperate level, but a transition level between all the others. There are several main tunnels, sides tunnels, and 2 main rooms. These pics are kinda dark but you'll get the idea if you know the game. Buggys are provided for quick access around the mines.

Main tunnels
   

One of the rooms
   

So there you have it, FOUR Red Faction levels in one SUPERMAP. Access every level and fight for supremacy of the whole operation. You may want to set your score limit to 200 for this one.
« Last Edit: March 01, 2009, 08:10:25 PM by maxpower » Logged

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(CDG)OSAMA-STYLEZ
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« Reply #16 on: March 03, 2009, 05:54:46 AM »

your maps look very good man.. definitly gonna dowload them  Cool
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« Reply #17 on: March 05, 2009, 02:28:53 PM »

I've just uploaded my new map. The map is called "Beast of Freninj".
It's a giant beast, which has a bunch of tunnels for the players to get around in.
From the feet to the head.

Outside it's a fort/tower buildt almost only with collonial fences.
None of the teams have their base in the beast. UFLL is in the fort/tower, and APR is in a overground bunker near it.
Anyway I think the battle is gonna be mostly in the beast.

I really wanted to add some more occlusion blocks and details but I didn't have space left.
I'm really happy with this map, and I just hope it will be good playable.

It will be tested soon. Grin
« Last Edit: March 05, 2009, 02:55:52 PM by saxc » Logged


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« Reply #18 on: March 05, 2009, 04:56:22 PM »

fcmaps TotM is up again and this time it is a battle scene from any movie ... endless possibilities..

So I am going to begin work on the scene that is yet to be announced along with 2 others that I'm going to try to squeeze in, in a short period of time.

I'll say that one of the maps is going to be a refinery.
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rockdock
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« Reply #19 on: March 05, 2009, 06:07:41 PM »

See, that's what I need! A theme for my maps.

Hopefully I can scrounge up some time to make a decent map.



There's no size limits for this month's TotM correct?
Also, when is the entry deadline?
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(CDG) maxpower
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« Reply #20 on: March 05, 2009, 08:27:58 PM »

Click here for this month's TOTM announcement.

TOTM Contest details
« Last Edit: March 05, 2009, 08:30:42 PM by maxpower » Logged

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« Reply #21 on: March 05, 2009, 10:36:39 PM »

Thank you!

Time for a couple nights of watching movies.
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EMP
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« Reply #22 on: March 12, 2009, 07:35:16 PM »

Newest map: "The Room of Doom". A huge concrete building with one exit (the area outside the building is small). It has two
major rooms, which are connected by two corridors, but it also includes small rooms/hiding places, which are useful when
you're severely injured or when you want to ambush your enemy. Beware of explosive objects!

Logically, i've spent most of the time on adjusting heaps of concrete blocks. But still, the detail/cover work afterwards was pretty hard as
well, especially due to the fact that i've reached all object limits in most of the areas.
« Last Edit: March 12, 2009, 07:37:02 PM by xWraV3nCLaWx » Logged

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« Reply #23 on: March 14, 2009, 01:29:04 PM »

New map by me: A big triangle (not pyramid) made by windows.
The teams start on each sides of the triangle.
The map isn't only the triangle, but has some buggies, hiding stuff and some things inside it.
Backround is shaped like a city, and the map is built on the one building.
An easy map to make, but I think it's gonna be fun to play. Grin
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« Reply #24 on: March 14, 2009, 09:29:36 PM »

My post from FC2 forums:

Currently constructing a jungle/abandoned jungle base type map. Unlike my other maps which are basicall just for fun and for show, this one is solely based for multiplayer play (all modes).

So far I have 3 "bases" where the control points are. One Treehouse base, on 3 story shanty type base, and another is a cool out post type thing where you have to crawl up tubes to get to them and stuff.

But the space between them is kind of empty. I was wondering what I should put to fill the spaces. Any ideas? Like maybe some more pipes where people crawl thruogh to get from base to base safely or something like that.

I don't want to just put buildings I want to be creative.

Thanks!
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(CDG)CaptainDEEZ
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« Reply #25 on: March 15, 2009, 11:04:01 AM »

How big an area?  Is there room for a central structure with still room around it?  You could build some sort of custom structure in the middle that keeps bases from seeing each other directly.  That way no spawn sniping, now you just have to worry about spawn camping.  Make multiple ways everywhere so people can get away fast.  Preferably ways that aren't all ladders because ladders are death traps.  Anyways that's just my input.
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BattleCry
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« Reply #26 on: March 15, 2009, 03:04:02 PM »

How big an area?  Is there room for a central structure with still room around it?  You could build some sort of custom structure in the middle that keeps bases from seeing each other directly.  That way no spawn sniping, now you just have to worry about spawn camping.  Make multiple ways everywhere so people can get away fast.  Preferably ways that aren't all ladders because ladders are death traps.  Anyways that's just my input.

I didn't even think about spawn sniping when I was constructing my map.. uh oh.

The beta for Aassault Attack (ya lame name 2 a's) is out at the moment. I have some more work to do for this one if spawn sniping is that big of an issue.
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(CDG)CaptainDEEZ
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« Reply #27 on: March 15, 2009, 04:12:33 PM »

All you really need to do is obstruct the view from starting base to starting base.  There are many ways to do this.  The obvious one is to put objects in between the bases, walls, etc.  If there is mostly land instead of objects between the areas and they are raised you can put occlusion blocks between the bases like I did in Green Bowl. 
But if it's a fort, I myself would probably make tall spires that obstruct the view.  I would make them out of the least taxing object I could.  Try putting occlusion blocks inside the walls if you have any lag problems, or just have a lot of objects in those areas, especially glass.
I hope this helps.
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saxc
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« Reply #28 on: March 16, 2009, 02:02:37 PM »

New map: "Ant"astic
It's two giant ants, which both of the teams starts in. The map is set in a small valley.
One team on the top, and the other team in it.
It's a little hard to describe the rest of the map, so you have to check it out. Grin

« Last Edit: March 25, 2009, 11:39:44 AM by saxc » Logged


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DWC-76
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« Reply #29 on: March 25, 2009, 09:55:48 AM »

I will be updating the third level on Cloudy Canyon. The update will feature a junked up jeep racing track. Any other ideas before I get started?
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