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Crash

 

200px-Crash.png

Reason for removal: It was removed since the testing of the new props ended. 

More info: A big map; it was added to the game for the purpose of testing new props namely "lll-set propyl" which is a new set of props which are to be used for future maps. Added on the Christmas Eve of 2012, it wasn't really made for any game mode - more a format called Parkour. The plentiful amount of buildings provided a variety of tasks for tankers and their friends. It reminded me of a more modern Dusseldorf - when you first played it, you weren't really able to find your way through with ease. It didn't have any crystal or supply drops - if you wanted to have an advantage in battle, you had to use your own. You needed to be a Sergeant-Major to help out in the testing. 

  Gallery

200px-Gallery.png

Reason for removal: It was removed since the testing of the new props was over. 

More info: Gallery - another map that was there for the purpose of testing out the new props, except it wasn't played so much for parkour - more for TDMs and CTFs. With good balance, you were capable of reaching new heights, given it was possible to move on some of the arches on the map. This map, in particular, also looked very nice in appearance - fair to say it was the more played of the two, given that it's easier to navigate around the map; gameplay could actually flow. 

/
Silence II
200px-Silence2.png

Reason for removal: The merge - the features of both Silence and Silence II were looked at and were put in/removed, to make the one map, which was somewhat closer to the Silence you see today. 

More info: It looks somewhat like the Silence we see today, no? The discernible difference, of course, being the fence that blocked a great escape route for the red side, which meant that, whilst it was around, it required more bulk as opposed to swiftness when escaping. Not only this, you may have noticed that some of the tunnels are non-existent, the ramp at the left side is a lot more narrow, which meant for more sabotage, hence not so commonly used at the time - the ramp at the center of the map wasn't there either, so it was like a sniper spot for the defenders, although easily exposed. It's somewhat agreed that in the current Silence, the red side will generally win due to the infrastructure of the map - it's not quite the same in this case. Due to the advantages losing their presence here, the blue side had more of a chance of taking the win. Unless you're escaping from the blue base, gameplay pretty much felt the same and the differences here and there didn't have much impact. It's always been a 10-10 although on one occasion, a developer decided to create a Silence II battle that had 20 players - it must've been a pain to capture a flag in such circumstances! 

 
Moon Silence
200px-Moonsilence.png

Reason for removal: Hackers. They were too much of a deterrent and it ruined gameplay. More info: Another variation of Silence? How fun! On the Cosmonauts Day of 2013, Moon Silence was added to the game. What made it different from the current Silence at the time? NOTHING, when you exclude the lack of gravity, the space-like sounds and a different skybox. The feel of weightlessness was made more abundant in this map, and that's what everyone liked. The thing is, the map's temporary permanence wasn't always meant to be. The developers had a 'let's-see-how-it-goes' attitude when releasing this map. Depending on its popularity, the map would either be removed after a short period, or it would stay. As expected, the players welcomed the map with open arms, which lead to it permanently staying. Not only this, it was available for every rank! 

 
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Hello , I created a new map called Parapet .

It took me 1 hour to do it and another hour to test if the map has bug or anything like this

I wanna suggest this map for low rank players and because I couldn't put the sign for the emplacement of the boxes

I draw on a image of my map to show you what it look like :

http://prntscr.com/iw566a

This map exist in 2 versions : Winter and Summer

Winter : http://prntscr.com/iw56ym

Summer : http://prntscr.com/iw57cv

Video of showing the map :

My email is : lawrence.everitt11@gmail.com

Skype : larousse200311

Read the description of my video to have all the details of the map .

Edited by LAROUSSE2003
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Noise, is in favor of the red team, while in ASL, most think blue is better. So, why not combine both? Make it a non-pro battle, Red will be able to magnum, blue will be able to heal and defend. Also, make the blue point in the corner of the base, not like what you see now, it is in the center.

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Hey again. I have another cool idea for a new map! Map should be called : "50 Gravitation". This new map should be only in ctf and cp mode.

 

In this map , should be implemented a base with gravitation and a base without and in mid should be gravitation too. This will be really interestring with much cool tricks in bases and in mid aswell. This new map should have only 1 flag or only 1 cp point on mid and each team try to get the flag and capture it or try to capture the cp point.

 

This is my idea man. Have a great day! I already told that to Nives , but i want to show it for all :)

 

~ WinkBlue

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i want to play moon silence too much the best map in my view is moon silence please bring this map back..

now i am pretty sure you will reply this topic with these words '' you can play space silence it is same thing'' nah it is not same thing , moon silence was funnier and it will always stay as good memory in our memories..

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I really don't see that big of a difference between the two maps. Honestly, I highly doubt that there is anyone else who really wants the old moon silence back because they love the map so much (and not the space mode).

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in PRO Battles, you will be able to activate "Moon Silence mode" for any map. This mode will change the gravity of your chosen map

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Hi everyone!
I'm sure everyone knows about Tanks Testing Tool. Here I made some useful guides. 
How to use TTT 
Here you can find some cool tank colors that I made.
Download TTT here → [CLICK ME]
Download Maps here → [CLICK ME]
Watch the short version

BASIC INFORMATION:

Spoiler 

Tank controls

insert: creates tank at the current spawn point
delete: deletes the controlled tank
Arrow keys: moves the tank
Z: rotates turret left
X: rotates turret right
Spacebar: shoots
]: changes what weapon you are shooting
N: changes to the next tank (next tank in map, not next hull) (shift+N changes to the previous tank)
F: enables/disable the camera following the controlled tank

Numpad_7 ~ changes weapon
Numpad_9 ~ changes weapon
Numpad_4 ~ changes tank
Numpad_6 ~ changes tank
Numpad_1 ~ changes paint
Numpad_3 ~ changes paint

f6: shows/hides physical model of the tank/turret and the suspension.



Camera controls

E: moves the camera up
Q: moves the camera down
A: moves the camera left
D: moves the camera right
W: zooms in
S: zooms out
(shift+ any of the above moves the camera faster)
Click and drag with the mouse wheel to rotate the camera.


Other controls

T: changes to the next spawn point
R: respawn controlled tank at the current spawn point
B: shows/hides skybox
f3: shows/hides geometry of the props
f4: see below
f5: shows/hides flags and spawn points
f7: enables/disables AABB resolving
f8: enables/disables OOBB resolving
f9: changes the Tanks sorting between AVERAGE_Z, STATIC_BSP, DYNAMIC_BSP
f11: creates 20 tanks.
f12: enables/disables physics
tab: shows/hides physical model of all the props, and hides the tank



For use with F4:

mass: the weight of the tank

springDamping: the strength of the suspension

power: the power of the tank

maxForwardSpeed: the maximum forward speed of the tank

maxBackwardSpeed: the maximum backward speed of the tank

maxTurnSpeed: the maximum turning speed of the tank

drivingForceOffsetZ: unknown

smallVelocity: unknown

rayRestLenghCoeff: the length of the suspension

dynamicFriction: the amount of friction

brakeFriction: the strength of the brakes
sideFriction: the amount friction while sliding sideways

spotTurnPowerCoeff: the power of turning while not moving forward or backward

spotTurnDynamicFriction: the friction while turning while not moving forward or backward

spotTurnSideFriction: unknown

moveTurnPowerCoeffInner: the power of the inner track while turning while moving

moveTurnPowerCoeffOuter: the power of the outer track while 
turning while moving

moveTurnDynamicFrictionInner: the amount of friction on the inner track while turning while moving

moveTurnDynamicFrictionOuter: the amount of friction on the outer track while turning while moving

moveTurnSideFriction: the amount of friction while sliding sideways while turning while moving

moveTurnSpeedCoeffInner: the speed of the inner track while turning while moving

moveTurnSpeedCoeffOuter: the speed of the outer track while turning while moving

 
*NEW* How to solve the green screen problem on flash player? Check out the links below:
The first link.
The second link.
 

you_tube_logo_square.png

Edited by al-zmo

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Hi everyone!

I'm sure everyone knows about Tanks Testing Tool. Here I made some useful guides. 

How to use TTT 

Here you can find some cool tank colors that I made.

Download TTT here → [CLICK ME]

Download Maps here → [CLICK ME]

Watch the short version

 

BASIC INFORMATION:

Spoiler 

Tank controls

 

insert: creates tank at the current spawn point

delete: deletes the controlled tank

Arrow keys: moves the tank

Z: rotates turret left

X: rotates turret right

Spacebar: shoots

]: changes what weapon you are shooting

N: changes to the next tank (next tank in map, not next hull) (shift+N changes to the previous tank)

F: enables/disable the camera following the controlled tank

 

Numpad_7 ~ changes weapon

Numpad_9 ~ changes weapon

Numpad_4 ~ changes tank

Numpad_6 ~ changes tank

Numpad_1 ~ changes paint

Numpad_3 ~ changes paint

 

f6: shows/hides physical model of the tank/turret and the suspension.

 

 

 

Camera controls

 

E: moves the camera up

Q: moves the camera down

A: moves the camera left

D: moves the camera right

W: zooms in

S: zooms out

(shift+ any of the above moves the camera faster)

Click and drag with the mouse wheel to rotate the camera.

 

 

Other controls

 

T: changes to the next spawn point

R: respawn controlled tank at the current spawn point

B: shows/hides skybox

f3: shows/hides geometry of the props

f4: see below

f5: shows/hides flags and spawn points

f7: enables/disables AABB resolving

f8: enables/disables OOBB resolving

f9: changes the Tanks sorting between AVERAGE_Z, STATIC_BSP, DYNAMIC_BSP

f11: creates 20 tanks.

f12: enables/disables physics

tab: shows/hides physical model of all the props, and hides the tank

 

 

 

For use with F4:

 

mass: the weight of the tank

 

springDamping: the strength of the suspension

 

power: the power of the tank

 

maxForwardSpeed: the maximum forward speed of the tank

 

maxBackwardSpeed: the maximum backward speed of the tank

 

maxTurnSpeed: the maximum turning speed of the tank

 

drivingForceOffsetZ: unknown

 

smallVelocity: unknown

 

rayRestLenghCoeff: the length of the suspension

 

dynamicFriction: the amount of friction

 

brakeFriction: the strength of the brakes

sideFriction: the amount friction while sliding sideways

 

spotTurnPowerCoeff: the power of turning while not moving forward or backward

 

spotTurnDynamicFriction: the friction while turning while not moving forward or backward

 

spotTurnSideFriction: unknown

 

moveTurnPowerCoeffInner: the power of the inner track while turning while moving

 

moveTurnPowerCoeffOuter: the power of the outer track while 

turning while moving

 

moveTurnDynamicFrictionInner: the amount of friction on the inner track while turning while moving

 

moveTurnDynamicFrictionOuter: the amount of friction on the outer track while turning while moving

 

moveTurnSideFriction: the amount of friction while sliding sideways while turning while moving

 

moveTurnSpeedCoeffInner: the speed of the inner track while turning while moving

 

moveTurnSpeedCoeffOuter: the speed of the outer track while turning while moving

 

*NEW* How to solve the green screen problem on flash player? Check out the links below:

The first link.

The second link.

 

 

you_tube_logo_square.png

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I have a rough sketch of a map I'd like to work more on. Might update in the future. Haven't downloaded tools or anything but I probably will in the future. In the past couple weeks, I've been getting tired of the old maps and would like to see new ones sometime soon. Hopefully, something like this can make the cut.

 

Sketch:

 

 

Key:

 

 

Red Circles = Possible Red Flag positions

Blue Circles = Possible Blue Flag positions

 

Green Outline = Low Ground

Yellow Outline = Middle Ground

Dark Orange Outline = High Ground

 

Blue Outlines = Large Ramps

Cyan Outlines = Small Ramps

 

Grey Lines = Possible Wall/Fencing positions

 

 

 

(sorry I don't know how to post pics

 

Intresting idea...

 

AlternativaEditor is not extracting why? It shows an error "Error Extracting your package". I have also downloaded Adobe AIR. Please Solve my problem i want to make a lot of maps.

try this link: http://www.mediafire.com/file/lrw059p7875s22c/AlternativaEditorPro.zip

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So as many of you would have experienced silence in my opinion is rather unbalanced, if your the bule team your almost always going to win, why? Because there base is higher than the red base, so basically the bule teams magnums can shoot down onto the red teams attackers, and so on.

The bule team also has another advantage by having all of the tunnel entry points in there’s base.

What do you think?

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So in what way you want to balance it or at least would like to change the map to?

I was thinking lowering the bule teams platform that the flag is on to the same highet as the platform beside it.

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But there would still be a decent height advantage. I'm not sure if it'll change much. 

Barely any but not much indeed.

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