Battlezone 1

Community Forum
Home Page Home Page Home Page
  Register
Login 

Delete all board cookies


Contact Us | All times are UTC



Welcome
Welcome to Battlezone 1 Forum!

You are currently viewing our boards as a guest, which gives you limited access to view most discussions and access our other features. By joining our free community, you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content, and access many other special features. Registration is fast, simple, and absolutely free, so please, join our community today!


Home Page Home Page  [ 7 posts ] 
  Print view
Previous topic | Next topic 
Author Message
Offline 
 Post subject: Firestorm's Cartography lab :D
PostPosted: March 21st, 2009, 1:18 pm 

Joined: February 3rd, 2009, 10:09 am
Posts: 150
It's something I've been debating about and I think I want to go and try my hand at creating some new maps. If they actually make the new installer or not I'm not concerned about, it's more of making maps that you guys enjoy and trying to create some scenarios that you may not have come across before.

While I do have an idea or two, I don't really have much to go off of right now, so I'd like to ask you guys this: "When you decide which map to play, what do you look for in a map?". Do you like actually like large distances, lots of scrap, maybe a set-up that makes you think alittle? I'm interested, and I'd also like to extend this offer to the guys at the BZClub, too. I'm really interested in what you guys would like.

I remember Tesla Trooper did have interest in map making, from a little chat yesterday. Go ahead and join in this Tesla, more map makers the better, right? :)


Top
 Profile  
 
 
Offline 
 Post subject: Re: Firestorm's Cartography lab :D
PostPosted: March 21st, 2009, 5:40 pm 
senior member

Joined: August 20th, 2007, 12:17 pm
Posts: 3133
Location: Zagreb, Croatia
BZEclub you mean? :mrgreen:

Firestorm29 wrote:
"When you decide which map to play, what do you look for in a map?". Do you like actually like large distances, lots of scrap, maybe a set-up that makes you think alittle?


Simple answer is: map has to be good. :P Now, what's a good map... opinion about that varies from person to person. Also, same person doesn't like the same map in the beginning of his strat career and when on the top. Yes, I'm talking about scrap here. New players need huge amount of scrap, veterans hate those maps. Stock maps have 300-560, not a single piece more, Activison Team knew what they were doing. On the other hand, most custom maps have 800+, which is crazy.

We have small, medium, large and extra large maps. No one likes extra large (unless we are not talking about pizza :) ). Should be something like this: small - 2 players, medium - 3 players, large - 4 players, but those things are relative cause the actual size depends on a terrain and scrap location (Theater is big but action is only in the middle, Corners is big but there's a massive mountain in the middle).

Quote:
maybe a set-up that makes you think alittle?


Definitely.


Top
 Profile  
 
Offline 
 Post subject: Re: Firestorm's Cartography lab :D
PostPosted: March 22nd, 2009, 3:55 am 
User avatar

Joined: March 19th, 2009, 5:26 am
Posts: 97
Location: ARGENTINA (EPIC STRATER)
im intesting in the creation of the new patch 1.5 . with the balances and the corrections for gameplay fun. the real thin is in the maps of 400-800 scrap the problem is the scrap were wasted with battles , players left . weapons upgrades . i think the tanks skils can be modifated to be a little more realistik and a few little changes like help txt ( "i" key ) they already exist but they can be added, and a few stuff extra.

if maybe have an idea we can discuss


Top
 Profile  
 
Offline 
 Post subject: Re: Firestorm's Cartography lab :D
PostPosted: March 22nd, 2009, 12:23 pm 

Joined: February 3rd, 2009, 10:09 am
Posts: 150
Mr. Spock wrote:
Simple answer is: map has to be good. :P Now, what's a good map... opinion about that varies from person to person. Also, same person doesn't like the same map in the beginning of his strat career and when on the top. Yes, I'm talking about scrap here. New players need huge amount of scrap, veterans hate those maps. Stock maps have 300-560, not a single piece more, Activison Team knew what they were doing. On the other hand, most custom maps have 800+, which is crazy.

We have small, medium, large and extra large maps. No one likes extra large (unless we are not talking about pizza :) ). Should be something like this: small - 2 players, medium - 3 players, large - 4 players, but those things are relative cause the actual size depends on a terrain and scrap location (Theater is big but action is only in the middle, Corners is big but there's a massive mountain in the middle).



Yea, I agree about some of the problem with the current custom strat maps. I ask for what people look in a map because I want to get a feel for what would work and what will not. I don't want to make a map that looks cool but is a horrible map to play in, because I just added in something neat other than something interesting or makes the map worth playing in.

I'm also looking forward to adding in a DM map or two.

The two things I'm trying to avoid making are MAG arenas and what is known in StarCraft as "Big Game Hunters" maps, or AKA the 800+ scrap maps that's ultra large. I'm not against MAG maps, but I feel the subject has probably been covered enough with the 4 or so MAG maps. I also don't like the idea of the uber large "puke biometal everywhere" type of maps because it just feels like there's too much useless space and too much scrap.

The lack of scrap feels like it kills off alot of the reason to battle an opponent, plus most the fights seem to happen in the same area, in the enemy's doorstep or your own. It's really a waste of space and kinda boring since it's mostly a rush to the one or two chokepoints and it's GG. Bleh.

Expect the first drafts of some of my map ideas tonight. I also gotta find out how to go about making a map. Shouldn't be too hard, should it? >.>;


Top
 Profile  
 
Offline 
 Post subject: Re: Firestorm's Cartography lab :D
PostPosted: March 24th, 2009, 2:45 am 

Joined: February 3rd, 2009, 10:09 am
Posts: 150
Here's what I have so far for map ideas, as far as getting the bitmaps made, I haven't gotten to it. Bad weekend, all I'll say. >.>;

Anyways, I'll post what ideas I have right now, and so far I have 5 ideas for this first map pack (of many I hope! :D):

#1 (S) Steel Creator (4 player)

The idea of this map is to use an idea with similar traits from Battle by the Sea, like the multiple paths not only in the canyon but the plateaus as well. While some of the scrap will be near all 4 start points, most of the 550? scrap will be located in a decent sized circular center, with the entire floor being made of that metal road material found in the Titan soviet missions, creating a no build zone and giving units like Turrets, Walkers, and Minelayers very important units. Debating if geysers should be in the center, currently not going to happen.

#2 (S) (Currently Un-named map...) (4 player)

This map will be a translation attempt of the Battlezone II stock map that pits 4 players on two sides of a river with only 3 bridges to cross over it, it took place on the Dark Planet, and each player started in a corner, but that's all I can remember. From what I can remember it was a popular map, especially for teams, since you could do either 12 vs 34 or 13 vs 24 very easily and works well for ally support (unlike some maps...). So far, I've come to the conclusion that using Lava on a Io map can be a fairly close translation to what the map was like in BZ II. It should be a very easy map to make, it's just deciding on the scrap placement, since on that map, practically all the scrap was from scrap pools or failed attack waves.

#3 (S) Lost Glacier (3 player)

This map is more using a design I enjoyed from Starcraft known at Lost Continent, where most the map design revolved around having multiple terrain features in a single map, like having an open field and having some areas be mountainous and having multiple levels. Only tricky thing is the map was quite large, and was built for 7 Starcraft players, current plans call for 3 players and possibly making a miniature version of this map

#4 (D) Freddy's Supermaket Sweep (8)

A map that will feature all weapons in 4 different "isles" some weapons like MAGs and Thumpers will be located on higher "shelving" where some piloting skill may be required, especially for the RAVE GUN! Blue Light Special! There will also be some unoccupied vehicles in a parking lot in case you decide to go Grand Theft Auto, especially on that BMW Fury Sedan. ;) There will also be some cleanup on some lavas as someone thought it'd be funny to feed kida super hot Atomic Fireballs.

#5 (D) Skate or Die! (8)

This map will basically be based on a Skater Park design complete with ramps and and even a very large half-pipe! Weapon choice hasn't been decided yet but might feature mostly Cannons and Rockets on the idea that mostly lighter units may be playing on this field. For some reason, a Thumper feels like a must here...

Well those are the designs, I'm looking for some reference materials for Skate or Die! and the later two strat maps before I get started on greyscales. So, what do you guys think so far?


Top
 Profile  
 
Offline 
 Post subject: Re: Firestorm's Cartography lab :D
PostPosted: March 26th, 2009, 1:52 pm 
User avatar
senior member

Joined: June 1st, 2008, 9:16 pm
Posts: 3680
Skate or Die and Freddy's Supermarket Sweep are funny names for maps. That made me laugh. Especially the descriptions for those maps. :lol:


Top
 Profile  
 
Offline 
 Post subject: Re: Firestorm's Cartography lab :D
PostPosted: April 13th, 2009, 12:40 pm 

Joined: February 3rd, 2009, 10:09 am
Posts: 150
I feel I owe you guys an update, to atleast show I haven't given up on my project.

The truth is, I haven't gotten anywhere since I designed the concepts. Other than my BZ issues, I've actually also had a very unreliable internet connection through my wireless. Wired isn't an option in my case, the wires would present too much of a trip hazard at the least to be feasible. Me and my step-bro have troubleshot my router to the point that my only option left is hope HP tech support can help me (F***...). So, yea, I'm back at ground zero for the third time in a week...

He did direct me towards a few things I could try to get BZ to work on my compy, along with my other games. Keepin my fingers crossed for that one.

Once(If) I get these bugs worked on, I'll get back to working on my maps again. Yes, I know I missed Spock's new installer, but I'm willing to continue anyway. I think these maps might be interesting enough that it could warrant people trying regardless of me missing an installer. Well, I have tech support to call, may god be with me, I'm going to need him.


Top
 Profile  
 
Display posts from previous:  Sort by  
Home Page Home Page  [ 7 posts ] 

Contact Us | All times are UTC


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum
Jump to:  

Donate Now
Donate Now


Powered by Skin-Lab © Alpha Trion
suspicion-preferred