Author Topic: TEAM SGP: New game types and Maps  (Read 6333 times)

nightcrafter27

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Re: TEAM SGP: New game types and Maps
« Reply #30 on: September 27, 2010, 16:43:19 »
No structural (read; Phaseable) objects in non Forge-World maps. So, it would be back to the Pre-DLC era of forging.
ODST is all about switches, isn't it?

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EnigmaBiz

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Re: TEAM SGP: New game types and Maps
« Reply #31 on: September 27, 2010, 16:53:27 »
Get those Maps ready!

GP day is right around the corner and those maps need to be in working order.

TEST, PLAY and FORGE!

The more maps the better! keep in mind we don't want to leave anyone out set those maps for big team.

Currently I am working on a map (that I have not posted) and hoping to be finish by the 29th.

@ Kenji - do you have 2 maps ready?

@ Night - are you doing Coral?

@ Everyone - does anyone else have a map for GP day?

Imppa

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Re: TEAM SGP: New game types and Maps
« Reply #32 on: September 27, 2010, 16:59:43 »
No structural (read; Phaseable) objects in non Forge-World maps. So, it would be back to the Pre-DLC era of forging.
Happily, I don't require other than them.
Also, sandbags. ;)
This won't be a big task, I'm pretty certain it'll be ready for GP day.
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Scatcycle

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Re: TEAM SGP: New game types and Maps
« Reply #33 on: September 27, 2010, 17:00:16 »
Get those Maps ready!

GP day is right around the corner and those maps need to be in working order.

TEST, PLAY and FORGE!

The more maps the better! keep in mind we don't want to leave anyone out set those maps for big team.

Currently I am working on a map (that I have not posted) and hoping to be finish by the 29th.

@ Kenji - do you have 2 maps ready?

@ Night - are you doing Coral?

@ Everyone - does anyone else have a map for GP day?
I have a map that Kenji helped me add finishing touches with, and its on my file share, but the hill is tilted. Can someone download it and look in the volcano for the hill and make it straight? Then it is ready.
I feel it

nightcrafter27

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Re: TEAM SGP: New game types and Maps
« Reply #34 on: September 27, 2010, 17:11:18 »
Nearly done with Corral. Or, it's mutated offspring.
ODST is all about switches, isn't it?

Hello from 2023! PM me if you want to chat on Discord!

EnigmaBiz

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Re: TEAM SGP: New game types and Maps
« Reply #35 on: September 27, 2010, 22:34:02 »
I was thinking that both teams would start in the crashed ship, separated by a shield door (can you make them impassable?) and then everyone has to rush to the 4 towers.

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Re: TEAM SGP: New game types and Maps
« Reply #36 on: September 28, 2010, 16:29:39 »
MAP: SEAGULL

PIRATE SHIPS ZOMG!! With working cannons!!!

Pulse Cloud

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Re: TEAM SGP: New game types and Maps
« Reply #37 on: September 28, 2010, 17:17:40 »
Woot! I've just finished my first map ever. linky!
It's for big teams and big scores (like 100+) because it's very open and there's a makeshift Mac Cannon. :)
Using the Mac Cannon is a (not really) tough choice: to get there you become very exposed to the whole map and once you get there... you WILL die - it's out of the safe-playable-area I set. The good thing is: if you're good enough, you'll trade your death for a few kills. :)

You can go on top of each base through ONE portal/teleportation device. You'll never know which base you'll come out of, so there's always that fun rage-moment of "hey! The other team has my Falcon! I'm gonna get theirs!" and then you're teleported to your empty base. :)


There are also hidden (until they're discovered...) Rocket Launchers to take down the Falcons.



This map could easily work with the various Assault gametypes, but it's mainly for Slayer. I don't know how to set the Assault-specific stuff, though.



Anyway, just download it and check it out. It might not be great, but it's my first one so.. I'm happy with it. :P
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Phantasm 08

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Re: TEAM SGP: New game types and Maps
« Reply #38 on: September 28, 2010, 22:56:02 »
I'm working on a map that I call Comm Relay.  It's a variation of Fort, from Halo 3 (that one's on my H3 fileshare) and it's coming back, better than ever.  The attacker's base is drastically different, since the Colosseum is smaller than Foundry.  It is now hanging over the edge of the cliff, and almost appears to be a ship caught in the closing door of the defenders' base.  I've slipped in a little "surprise" in front of the fort, which you'll have to find yourself.  There's nothing inside the fort yet, though, other than a teleporter that leads up to the Quarry.  The Quarry is where the objective lies in assault matches (still 1 bomb).  What is the objective?  It's a Comm Satellite, that stands taller than the invisible barrier at the top of the Quarry.  I'm very proud of that satellite dish, but I feel like an underachiever now that I've walked on the shoulders of the monument to all that is great.
01010000 01101111 01110011 01110100 00100000 01101000 01101111 01100011 00101100 00100000 01101110 01101111 01101110 00100000 01100101 01110010 01100111 01101111 00100000 01110000 01110010 01101111 01110000 01110100 01100101 01110010 00100000 01101000 01101111 01100011 00101110

EnigmaBiz

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Re: TEAM SGP: New game types and Maps
« Reply #39 on: September 29, 2010, 17:59:32 »
Woot! I've just finished my first map ever. linky!
It's for big teams and big scores (like 100+) because it's very open and there's a makeshift Mac Cannon. :)
Using the Mac Cannon is a (not really) tough choice: to get there you become very exposed to the whole map and once you get there... you WILL die - it's out of the safe-playable-area I set. The good thing is: if you're good enough, you'll trade your death for a few kills. :)

You can go on top of each base through ONE portal/teleportation device. You'll never know which base you'll come out of, so there's always that fun rage-moment of "hey! The other team has my Falcon! I'm gonna get theirs!" and then you're teleported to your empty base. :)


There are also hidden (until they're discovered...) Rocket Launchers to take down the Falcons.



This map could easily work with the various Assault gametypes, but it's mainly for Slayer. I don't know how to set the Assault-specific stuff, though.



Anyway, just download it and check it out. It might not be great, but it's my first one so.. I'm happy with it. :P

Pulse,

Did a walkthrough of your map this morning.

The good:

Map size is perfect.
The waist deep water is interesting.
Random warp was a good idea.

The Bad:

A lot of open area and not much cover.
Grenades and weapons are few.
walking in water is very loud, making it hard to hear other players...

Suggestion:

Can you make the water deeper (fully submerge)?

More structures maybe connecting catwalks?

More weapons and Nades..please.

Pulse Cloud

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Re: TEAM SGP: New game types and Maps
« Reply #40 on: September 29, 2010, 18:18:51 »
Pulse,

Did a walkthrough of your map this morning.

The good:

Map size is perfect.
The waist deep water is interesting.
Random warp was a good idea.

The Bad:

A lot of open area and not much cover.
Grenades and weapons are few.
walking in water is very loud, making it hard to hear other players...

Suggestion:

Can you make the water deeper (fully submerge)?

More structures maybe connecting catwalks?

More weapons and Nades..please.

Water level is the absolute maximum: 0.1 world units more and you're instantly dead.
About the openness... I think you're right about it, but I also want it to be... open. I don't want too much cover, otherwise there wouldn't be many kills and why would anyone want to use the "Mac Cannon" (ie, the Scorpion) if they knew they wouldn't get many kills? I want it to be rewarding to go through that huge, exposed ramp and get to the Scorpion. I want a LOT of kills in this map. I want it to be chaotic. I want all the players to feel like they're being shot from all sides all the time.

About the noise you make while walking... There's nothing I can do about it... I don't find it that loud, but meh.

About the weapons... I want this map to be played mostly with ARs, because they make a lot of noise and they make the water go crazy when you accidentally shoot it...
Did you see the two weapon caches I put in the middle? With ARs and Pistols?
There are also some DMRs and Needle Rifles around the middle tower and inside the bases.
I kept in mind the fact that when players die they drop their weapons, and because there will be many kills (or so I hope), ammo will be plenty. I think.

About the grenades... You respawn with grenades and the grenades on the map have pretty short respawn times...

There's also the two Rocket Launchers, two Shotguns, two Snipers and a Spartan Laser. Aren't they... enough?



Anyway, if after me explaining my intentions when creating this map you still want to point anything out (or repeat yourself), please do! :)
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EnigmaBiz

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Re: TEAM SGP: New game types and Maps
« Reply #41 on: September 29, 2010, 18:55:39 »
@ Pulse.

Oh, I apologize AR's are awesome for BIG maps with no cover.

My bad, don't change a thing.

Pulse Cloud

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Re: TEAM SGP: New game types and Maps
« Reply #42 on: September 29, 2010, 19:25:07 »
@ Pulse.

Oh, I apologize AR's are awesome for BIG maps with no cover.

My bad, don't change a thing.
Do I sense sarcasm in there?
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EnigmaBiz

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Re: TEAM SGP: New game types and Maps
« Reply #43 on: September 29, 2010, 20:00:53 »
@ Pulse.

Oh, I apologize AR's are awesome for BIG maps with no cover.

My bad, don't change a thing.
Do I sense sarcasm in there?

Well...At least that translates. (lol)