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I agree about the Pro battles addition.. adding Juggernaut to pro battles can help newer members who want to know how to play properly with juggernaut.. practice it like on a test server. cuz the only time a new player can try to learn juggernaut is if he happens to be the one who kill juggernaut in MM but still then that player would die very quickly.. so we def need some training here.

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Is it possible to add the ability to destroy parts of a map in game. the ability to destroy a bridge, or part there of, would add an extra twist. being able to make a strategic building collapse would be advantageous. obviously it would take considerable concentrated firepower to accomplish any of these but it would add something to the game.

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Obviously it would take considerable concentrated firepower to accomplish any of these but it would add lag to the game.

Fixed it for you. :P
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Is it possible to add the ability to destroy parts of a map in game. the ability to destroy a bridge, or part there of, would add an extra twist. being able to make a strategic building collapse would be advantageous. obviously it would take considerable concentrated firepower to accomplish any of these but it would add something to the game.

Doubt it.

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Campus - hqdefault.jpg
Video

 






(BE GENTLE. I have NO video editing software and the TTT tank runs a little slow and a little odd, doesn't handle great.)


Corporate campus map set into a small valley.  Contains wide open spaces and two primary levels of play plus elevated positions.  Urban aspects of the map are split into tight spaces and large open plaza type spaces.  The center map area is rolling hill with the edges rocky and mountainous terrain.  Subterranean parking lots have three entrance/exits and the upper ones offer immediate access to the campus and the natural terrain.  The map is large and the playing area, while some parts not fully accessible in terms of distance, is large.


Notes


This is an example of a great idea gone bad and salvaged.  The original map was a 1/4 larger and it was intended to have three roads, not one, the two extras passing behind each building.  The parking was to allow access from either side of the hills beneath each set of buildings.  Testing tool proved that this was too ambitious with the heavy prop count used to create the buildings.  It was decided after a few failed attempts to reduce but keep the roads, to simply buffer the valley walls into the campus concrete and do away with the additional roads.




Thoughts


I am saddened and regret not being able to complete the original concept.  This map feels lack luster to me after knowing what I wanted.

 

To have some fun with it, I hid a secret on the map, first person who finds it and tells me I'll drop a gold on them in ProPass, good luck!

 

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What an amazing and good looking map! Even tho you mentioned that you weren't able to complete the original concept it still looks complete and unique for me, good job!

I haven't seen anyone pulling those ComBuild houses than you. The middle bridge is also an unique way of making one

For the underground path it looks clean and could be useful for taking other paths to attack enemies. Also I didn't find the secret that you mentioned in your post, might have to look once again :P

 

Thanks for that.  The ComBuild is my favorite, I just wish I knew how to package the old prop skins into the TARAS, I have tons of stuff from before I knew about the Tara files that I can't display because it won't compile the skins for the props.  I've mad office parks and other non-such before, but shiny and knew and clean, there were SO MANY different tile texture skins before, and they were awesome.  Shame.

 

Again though, thank you very much for the kind words and I've working on another literally as I reply to this that I think you'll like too, but VERY different to anything I've, or anyone has, done before.  Crossing my fingers it isn't too ambitious either.

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Topic merged.

I quoted your wish to have your avatar removed to Coop. All he said was:

 

"Lol"

 

Apparently he didn't know you were serious...  :ph34r:

Edited by Initiate

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Well, I have only two people so far that have claimed they tried to find the hidden secret in the map.

 

I am dropping a hint.  It has to do with my name.

 

Good luck.

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Packing TARA files are difficult, almost impossible because of the tools that we have that are probably broken, but I will try to do some research on packaging them

I can't wait to see it, but take your time, that's how good things come

 

I was about to say that, to give us a hint and that's interesting, I'll try my best

Well, it's too late for that map btw.  It's way too ambitious.  Had to cut down on it too.  I AM posting it though, and it has my trick in it, BUT, it's a novelty, it barely runs unfortunately.  I got it to work by reducing the effect of what I was doing.  It's still a nice map, but I think it could likely never be played, two object moving in the field of vision might bring it to it's knees.  You'll see.

 

You better hurry if you want to try to find the secret, you have two others hot on the heels of the hint.

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Contest Results (so far, and it's been weird)

 

Well, I have two winners now, but both turned down the prize, so, it's stil up for grabs, but, here are the names of the two consecutive submitters of the correct answer:

 

@TWICE First

@u812ic Second

 

I won't announce the answer, because both have quietly declined the prize.  Until someone claims it, the contest is still on.

 

Congrats to the pair and good luck to the rest of you.

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Contest Results (so far, and it's been weird)

 

Well, I have two winners now, but both turned down the prize, so, it's stil up for grabs, but, here are the names of the two consecutive submitters of the correct answer:

 

@TWICE First

@u812ic Second

 

I won't announce the answer, because both have quietly declined the prize.  Until someone claims it, the contest is still on.

 

Congrats to the pair and good luck to the rest of you.

Grats, @TWICE. I took a snooze. When I woke up I ran the video again, I saw it and submitted, but you beat me to it. Oh, well, "Ya snooze, ya lose." 

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Orchard - hqdefault.jpg

Vdeo






(BE GENTLE. I have NO video editing software and the TTT tank runs a little slow and a little odd, doesn't handle great.)


Map of an orchard with work structures and houses.  Three open paths between sides and of course the planted rows as well.  Some cover on each side is available.


Notes

 


Obviously this map is ambitious for its use of the Tree Prop and Sprite combination.  This map was developed expressly for the purpose of demonstrating the technique.  While feasible in smaller quantities, this map would really likely be very slow to play and only users with a full 60 fps would likely be able to engage it and make it playable, due to the high offset vectors and large number of sprites.

That said, IT IS functional and playable.




Thoughts

 


This construction of trees was performed by marrying the Tree prop and a number bushes sprites to create the illusion of a full tree.  Really and truly, Tanki should generate a few "bonnet" sprites that would fir upon this objects that way the construction of the tree would take up far less resources.

 

 

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At 0:51, 0:54 and 0:56 I can see how you piled the bushes to make full canopy trees. Well done. Your music fits the scene, love it. 

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At 0:51, 0:54 and 0:56 I can see how you piled the bushes to make full canopy trees. Well done. Your music fits the scene, love it. 

Yeah, I've worked on trees before, and that one was simple.  I've made free floating ones that are "nicer", but since I had so many, I took one and rotated it.  That left me with just 4 boundary box variations, and trust me, that was more than enough to practically bring it to its knees.  The crates on one side replaced the trees that were there because the engine couldn't take it.

 

As for the music, yes, Orchard, hick, hayseed, country as it comes, wanted the map to have certain feel as you watched it, as that's what I was going for.  For the record, that's my favorite country band.  I chose that song because it was whimsical enough and still had a sense of "fight" and aggressiveness to it that fit a tank based combat game.

 

Driving under the canopy and listening to it just feels "right" too.

 

Thanks again for the props.

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Orchard is an well-looking map! I have seen the bush technique used before but it was only one big bush in a tree, in your case you used a few bushes to make a tree, which is an improvement from using only one bush

As you mentioned before, the bushes would lag a bit the map, but it's actually the trees that make the map to lag (I tried to make a map with a lot of trees too and it was laggy)

The whole design of the map is fantastic, it reminds me to a farm because of the buildings at the sides and the trees

For the gameplay it could be good for long and short range turrets and, as I mentioned before, the trees would cause a bit of FPS lag, which could be found a bit annoying for those who take the game too seriously

 

In a nutshell, great work you did there Fog! I really like your creative ideas you put into your maps

also i forgot to index your two latest maps into the 2nd post of this topic

Well, I think that also, if I had done all the trunks in exactly the same direction, I would have had more extended lines and fewer lines in general, but I just couldn't bring myself to map such a cookie cutter looking feel.  Each trunk is three section, offset, and they all cast lines I assume, so yeah, I didn't do myself a lot of favors.

 

As for game play, it would be a smokys and rails nightmare, or any long range weapon, except at angles.

 

definitely make for some super interesting Stryker salvos too.  I wonder how blast three rows over from a Magnum hit would be too, considering what the small foot prints of the trunks would afford.

 

Anyways, thank you the comments, as always, and I was NOT aware of an index of videos, so woot, now I have something to look for next time I'm free.

Edited by FogOfWar_XXX

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I cant download AlternativaEditor. Any sources that actually work? 

I'd like to try to make maps, but i can without the editor.

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Hello Everyone , I have created a map named Station Area , here's some picture to show you a global look of it :)

Outside view : https://prnt.sc/ke3f7m

Inside view : https://prnt.sc/ke3ffx

Global view : https://prnt.sc/ke3b22

Tell me if you like it , I'm trying to ask the dev's to implement it in the game , but it seems like Tanki dev's don't try to make effort for having more deversified maps in the game :/

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Okay, so I need something.

A long time ago, I had a REALLY cool library.  It had a lot of props in it, stuff you don't see anymore, AND ...

AND this is the important part...

It had all the textures and skins for COM Builds.  Like the windows WITHOUT bullet holes in it.  And the cinderblock without wear and tear on it.  And a bizzilion other surface looks that were great for variety.

With the new Tara Manager from ThirdOnion, it has made me want to do two things:

One, flog myself for having lost the library with all those cool possibilities.

Two, hope that someone has them and could send them.

While I'm at it, I saw some props posted just recently that I had not before, so I guess this is call for any and all to post their libraries up if they could be so kind.

So yeah, that's my pitch.  Look forward to see if anyone has any good hard to find and rare ones.

Edited by FogOfWar_XXX

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