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LizardsCanyon

Posted: Thu Nov 05, 2009 6:29 pm
by }TCP{Snowbird
Hi everyone.

After a long, Looooong Break, I have decided to get back to work. I have started a new map, and the way that it is coming out, I am sure most of you will like it.

Lizard has given me (on a few occasions now) a good idea for a map. He is a ONS player, and so the ideas are more ONS orientated. His first idea was great. I started, and then I had to break off the work on it, because of the things going on here with me, but I will get to that later. It is a difficult map to work on.

His new idea grabbed me. It is a level with dry, cracked ground. Almost desert, but still alive enough for growth. It has high hills and vegitation, and maybe an old wooden house or 2. The idea is still in growth.

I have started with the terrain, and I wanted to show it to you. I have the terrain (hills and valleys) almost done on one side. It will have overhanging bolders through the whole map. This will be the upper limit for everything.

Give me strngth, and the vision to get this done, because I think this would be a very noce ONS map.

Frank

Posted: Thu Nov 05, 2009 6:39 pm
by }TCP{Carnage
Go get em frankie :D :rockon:

Posted: Thu Nov 05, 2009 6:47 pm
by Wigglebottom
have fun and keep us updated :D *Wiggle*

Posted: Thu Nov 05, 2009 7:09 pm
by Ronny.
just some random ideas--

Create many huge stones for ppl to hide behind etc, if this is a tdm/tam kinda map. Just 1-3meters high so u can hide behind them, and perhaps a realy huuuge stone wich is the core stone and that it has sort of crashed like a meteor or fallen down from the mountain. And a part of it has been shattered into many miner stones.(the 1-3m high ones).

Perhaps some cave pattern around in the mountains?. just some holes around u can hide and pop out(no dead ends best)

Underground tunnels in the cracked ground?. Dosent neccseary need a roof over it either tho just sort of a ditch or something.

What i could think atm.

PS: thats if u needed any ideas :P

Posted: Thu Nov 05, 2009 7:53 pm
by }TCP{Snowbird
HEHE!!! I ALWAYS need ideas Ronny. Thanks for the ideas, and this may be the new beginning of an "offset" version of this map.

But this is now taking the route of an ONS map.

@ ALL TCP mappers. I could use your help.

Wiggle, I have made the map to be a sort of an "X". The middle is a "meeting" point that I have thought of as a Death Valley sort of thing. I could use your opinion on this, and a few other things. Would you join me on this map?

All other mappers out there. I can make the terrain, and when it is ready, we can all add our ideas. The more heads that do this, the better it could become.

@ Carnage. If I had made as many maps, as you have stuck as much money and time into your server, I would have about a thousand now. I am happy to do this for you, and for TCP. *HIC*

Frank

Posted: Thu Nov 05, 2009 9:29 pm
by Wigglebottom
^^ i am always glad to help *Wiggle* just send it and i will have a look soon (probebly weekend)
once i've sen it compleetly i will probebly have some idea's/suggestions *Wiggle* just cant promise they will be very usefull ^^; we could meet at a specific time in the tcptchatroom or in ut to discuss the idea's *Wiggle* but if you dont have time its np ^^ i can always pm them *Wiggle* good luck building :D

Posted: Thu Nov 05, 2009 10:20 pm
by Apollo
PLS make it Ons. I love winter you made, was kick ass.

Posted: Thu Nov 05, 2009 11:02 pm
by partydevil
just a idea

put a timer @ 1 of the stones that starts counting when the game starts
and after 10/15 mins you let it crush down the hill
and maybe revealing a new pickup or car, maybe redeamer there wil be fun

gl whit it

Posted: Fri Nov 06, 2009 4:40 am
by }TCP{Snowbird
I was thinking of that one also, PD. I saw a video of UT3, and it had falling boulders. I liked the idea, and that idea with the timer, is a very good idea. :)

@ Thanks Apollo. It took a long time to make that one, and it is really not even done. Frank

Posted: Fri Nov 06, 2009 2:31 pm
by }TCP{Coco
Hi Frank!

It would be awesome to have a new ONS map again, because it's been some time already. ;-) I like the look and layout of what you've posted above. The ideas also sound good so far. Most important for the success of an ONS map is the balance and the non-chokiness though, meaning there should be alternate paths and no concentration on one node or a row of nodes on a single path causing endless fights with camping etc. till overtime (classic example would be ONS-GunShop, non 32p version).

Keep working on it, please! You'll have our support and I'm sure Cent and Christic will agree to put it on FH#4 for testing purposes when needed (and Carnage probably may do so as well on the 32p server).

Coco.

Posted: Fri Nov 06, 2009 4:41 pm
by }TCP{Snowbird
Thanks Coco. The only problem with this one, is it will be a criss-cross. It is not a very large map, and there will be only 5 nodes with the 3rd node in the middle. I am aware of the problem with this type of set-up, and I want to do a trial run, before I invest too much time into this version. If this does not work out the way it should, then I will make it bigger. But I will stick to this one, because I also think it is time for a new ONS map, that peeps would enjoy.

@ Wiggle, thank you for your offer to help. I will make the map/terrain, and then I will take you up on your offer. ;) Frank

Posted: Fri Nov 06, 2009 11:32 pm
by }TCP{Coco
Hi!

Ok, Frank, I see. So what do you think about this link-setup? It offers 2 paths (the green one and the blue one), which gives a team a chance to change their strategy in case one of the paths is blocked too heavily.

Please note: Node 1 has a direct connection to node 5 and gettings node 3 is not required for that path. Because the blue path is longer than the green one, it would probably be a good idea to add some good equipment to node 3 in the middle to make the blue path attractive as well.

What do you say?

Coco.

Posted: Sat Nov 07, 2009 7:55 am
by }TCP{Snowbird
It is a very good idea, but there is only one problem. There will be flying vehicles but you can not fly above the boulders. You would have to fly through the canyons, and this would make the blue path a bit difficult to navigate. A player would have to go through death valley (shortest path) 3 times to get all of the nodes to get to the core. But I think this will be a nice challenge and a very interesting game. None of the nodes will be in a line of sight with the others. I will make the mountains so that the nodes are hidden.

Posted: Sat Nov 07, 2009 10:23 am
by m4ck3rz
i'm not one to brag about my mapping or ONS knoledge as it is nye on non existant!
howeverif perhaps the map were peaked in the middle or around the edges (much like an upside down bowl / right way up bowl) this would
prevent people camping with tanks from 500 yards away and taking out your node without even encountering a player. as i know that tanks find it
hard to cope with raised/lowered terrain.
just some thoughts/feedback:)

Posted: Sat Nov 07, 2009 2:23 pm
by Wigglebottom
i like the fact that the cores are pretty close. once the nodes have been taken the way from core to core seems to be resenably short. this will put some pressure on the losing team to get a node as fast as posible since the enamy will most likely be serrounding the core pretty fast *Wiggle* i suggest putting some tactical turrets (those where ya can step into and who shoot those kind of shock beams) for defencive purpeses on the ends of the middle hallway. or maby a spidermine weapon to make a minefield ^^

overall the layout looks fun *wiggle*