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Wasn't these the pre-3rd library? The ones used in Crash and Gallery (in Depo and Bastion too)

I have them saved on an old version of TTT, I also have some of the props from the Tanks demo back in 2008, water props and other stuff (the water doesn't work for some reason)

I'll try to pack them into a zip file and post them here, I'm still thinking on trying to learn on making 3d stuff with blender

I have water tiles, but I don't have the skins for COM Build.  I have some different COM build, but a lot of the window/door tiles and the gray/cinderblock skins I lost.

 

Try tinkercad.com if you want to make objects, but it won't skin them.

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I have water tiles, but I don't have the skins for COM Build.  I have some different COM build, but a lot of the window/door tiles and the gray/cinderblock skins I lost.

 

Try tinkercad.com if you want to make objects, but it won't skin them.

Try this link, it's compatible with modern TTT/MDK.

http://www.mediafire.com/file/ndmi28if68t21h6/Old_3rd_library.zip/file

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Cargo pt.2 is a two-level map by having a big basement designed as an arena type. The top part is made of v1 props

It is also the "second part" of Breeze

Now that's a fun, playable map.  Lots of different space, levels, etc.  While I focus a lot on trying to make very realistic places, my maps are not always "fun" and filled with so many game play opportunities.  This map is for certain a map that anyone could enjoy playing on, from Shafts to Firebirds, and any in between.

 

MY only gripe, and it's a personal thing, I hate "gotcha" holes in maps.  I Shaft, so my vision is always flat, forward, and no overhead.  Driving backwards is always nerve wracking, ESPECIALLY on maps with pits and holes.  That said, that's just me.  All good, fantastic map.

 

 

 

I heard there is this really great map three people are making, wonder how far along they are?  That should definitely be put up here soon, when they're done, of course.

 

 

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Remove Highways, Brest and Stadium from the ASL list or change them radically

 

Playing ASL in these modes is a complete waste of time for the red team, and a joy for blue team.

 

Every single ASL match I've had in these 3 maps ended up with both teams playing TDM, because attempting to capture flags is a complete waste of supplies and score. The spot in the enemy base is too easy to defend, and there are dedicated camping spots for the overpowered shafts and railguns to nest in, guns that literally oneshot enemies.

 

The fact that the flag is immediately returned once dropped also makes going in groups all the more useless, because you'll just feed the enemy score, while you make none as you get sniped and oneshot from everywhere in these horrible maps, and in the case of highways, the enemy base literally fits the entire enemy team, so whoever tried to capture a flag is met with 10 turrets on his face, mammoth overdrives and hunters who simply instantaneously drop your flag.

 

Something has to be done about this. Or the maps need to go off the ASL rotation.

Edited by XxStriker
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You can pick the flag up if you're quick enough, or on top of them. Sometimes I stay right on the tail of a flag carrier so I can get it, done it succesfully several times.

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and in the case of highland, the enemy base literally fits the entire enemy team, so whoever tried to capture a flag is met with 10 turrets on his face, mammoth overdrives and hunters who simply instantaneously drop your flag.

I've been thinking about this for months. I can't remember the last time I saw a Highland ASL MM battle. I had assumed that it was taken out of the pool for ASL. The red team almost always won because splash damage turrets prevailed over the blues since they had to keep huddled together to stop players. And the blue team spawns in one small area so spawnkilling was really easy. To memory, I've only won two battles while being on the Blue team and I was an Isida, back when I could heal allies and damage enemies efficiently. 

 

Do you still see Highland ASL battles in MM?

 

You can pick the flag up if you're quick enough, or on top of them. Sometimes I stay right on the tail of a flag carrier so I can get it, done it succesfully several times.

If tried many times and I'm never fast enough.There was a Wasp behind me yesterday and I was a considerable distance away from the flag holder. I dropped the flag hoping the Wasp would take it and he wasn't even close. There was a nice grace period but they shortened that a while ago. 

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If tried many times and I'm never fast enough.There was a Wasp behind me yesterday and I was a considerable distance away from the flag holder. I dropped the flag hoping the Wasp would take it and he wasn't even close. There was a nice grace period but they shortened that a while ago. 

I've done it, and I first came in December so... idk when they switched it. Tbh, I've barely played MM in June (1-2 battles? 3 at the most :P)

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I've been thinking about this for months. I can't remember the last time I saw a Highland ASL MM battle. I had assumed that it was taken out of the pool for ASL. The red team almost always won because splash damage turrets prevailed over the blues since they had to keep huddled together to stop players. And the blue team spawns in one small area so spawnkilling was really easy. To memory, I've only won two battles while being on the Blue team and I was an Isida, back when I could heal allies and damage enemies efficiently. 

 

Do you still see Highland ASL battles in MM?

 

If tried many times and I'm never fast enough.There was a Wasp behind me yesterday and I was a considerable distance away from the flag holder. I dropped the flag hoping the Wasp would take it and he wasn't even close. There was a nice grace period but they shortened that a while ago. 

Whoops, I meant highways... :wacko: I didn't notice. I'll edit the post.

 

No, I haven't seen highland ASL at all. But I've seen far too many ASL in these maps where after a minute people stop even picking up the flags because it makes no sense to even try. I managed once to win an ASL reds in stadium but that was because I was dominating the enemy team... So they weren't really a fair match.

Edited by XxStriker

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I've been thinking about this for months. 

Mostly it only works if you're literally on top of your teammate when they drop the flag. I think the game teleports all flags to base around once every half a second, so if you drop the flag right after the teleport attempt happened, then your flag has 0.5 seconds to be picked up by a teammate, in which case it might be possible.

 

But to be honest I don't understand why the flags instantly teleport. I think they should stay on the ground for at least 5 seconds. I feel like having them teleport instantly just ruins a lot of potential teamwork on red team, i.e. instead of following a teammate with the flag it's better to wait at the flag base and wait for them to get killed.

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Mostly it only works if you're literally on top of your teammate when they drop the flag. I think the game teleports all flags to base around once every half a second, so if you drop the flag right after the teleport attempt happened, then your flag has 0.5 seconds to be picked up by a teammate, in which case it might be possible.

 

But to be honest I don't understand why the flags instantly teleport. I think they should stay on the ground for at least 5 seconds. I feel like having them teleport instantly just ruins a lot of potential teamwork on red team, i.e. instead of following a teammate with the flag it's better to wait at the flag base and wait for them to get killed.

That part of the post you quoted was about me thinking about Highland ASL and how I haven't gotten it in months. 

 

I'd reduced that to 2 seconds, 3 seconds at most. 5 seconds is a lot of grace time to get that flag. 5 seconds would also dull Hunter's Overdrive a bit since by the time they're unstunned, they'd have the flag ready to be picked up again. 

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 I don't understand why the flags instantly teleport. I think they should stay on the ground for at least 5 seconds. I feel like having them teleport instantly just ruins a lot of potential teamwork on red team, i.e. instead of following a teammate with the flag it's better to wait at the flag base and wait for them to get killed.

With some maps-a few snipers at the base-and the terrain gives them all the advantage. I agree that there has to be more ways to get to the base sometimes.

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Hello, i hope my idea gonna be accepted

 

My idea is, i want to add flying saucer in maps of Matchmaking battles in World UFO day.

 

It maybe looks like drones flying or in the ground.

 

If it will be in the ground it maybe can be ignore like trees in battles.

 

 

Thanks!!

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"...and there are dedicated camping spots for the overpowered shafts and railguns to nest in, guns that literally oneshot enemies..."

 

"...while you make none as you get sniped and oneshot from everywhere in these horrible maps..."

 

Oh, so now that you're on the receiving end of Shaft play, you whine like a baby about it???

 

What about all the medium and small maps where shafts are literally spawned damn near out in the open and have to scramble for cover and then try to find a place to snipe from?

 

Fair is fair, and you should not EVEN DARE whine about Highways, they turned it into a medium map now, it sucks for Shafts.

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Route 66

 

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.)


Very long, narrow, this map is a stretch of highway with a gas station on one end, and a rest stop on the other.  Decided to not make anything complicated this time, and focus on something classic and simple.  Combat on a road and the terrain adjacent to it.  Decided to have some fun and make it a little tribute to Route 66.


Notes


This map is about driving and movement.  Plenty of camping spots, but those are truly for support, the distances involved almost mandates that there be places for team mates to cover their flag runners with over watch, or see those players get shot down as they make their way back.  Magnum could be really useful in indirect fire on this map.  The map consists of the main road, side roads to the left and right, and "bases" opposite each other on opposing ends.  Main road would for fast and nimble units or ridiculusly strong and heavy units.  Anything else would likely want fast units traveling down the off road passages.  Differing levels of offer intermittent cover too.




Thoughts


Really nothing more to say other than my thoughts are this would be a fun map to play.  Open highway bum rush, or split up and attack using both sides to work your way to he enemy base.

 

Edited by FogOfWar_XXX
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I'm impressed that your TTT didn't had problems while loading your map, because when I try to do such big things TTT doesn't let me spawn a tank neither load the skybox

 

I have a gaming laptop, so I can push the edges of the TTT.  Trust me though, it has its limits too.

 

Back on topic, that is a really long map from your past works. It might be a good map for Shafts, but I guess the sniping mode would decrease its damage because of the distance between one base and another. It will be a long route to take for CTF still a fun one for me, since I like to chase tanks in CTF

 

Well, Shafts, Strykers, Gauss, Magnum, they all have a leg up here, and maybe rails from mid point on.  I added the off road exact for the reasons you speak of, to give mid and close range units a passage back and forth.  Either way, this would be an awesome and BRUTAL CTF map.  If you could pull off 5 flags in MM, that's Pro level stuff, and that's what Tanki should be, a challenge, not a battle of drugs.

 

The design is amazing as you always do with your signature placement of cliffs on the map, which still impress me at this day. I really wish I could play in this map

 

As for playing it, well, who knows, maybe, just maybe, one day.  I've been asking around and maybe someone will listen.  And no, I'm not an insider by any means, but I think I have spoken to someone that might, just might, take something I say into consideration, and they might be able to offer a touch of sway.  No telling, but one thing is for sure, this game needs new maps (does not mean get rid of the old ones, it means more variety, if devs are reading this).  All we can do is hope.

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I advise you maybe bring old maps like gallery and crash would be really fun because they were good maps! and there was this map with a secret room dont remember the name. just look how it improved your game to bring the idea of moon silence back into the game with space mode! one of the best updates!

Edited by tiger99571

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Make more maps like Archipelago

 

I really like the split map Archipelago. Developers done a great job on making this new map. Split maps are a new breed of maps, so I would suggest developers to create more maps like this. Developers could make an entire flat map with no obstacles. The only obstacle for such a map would be the empty space between the two maps. The split map would have a blue base and a red base for all team battles and one spawn point so that from time to time, one enemy can get into the enemy base to attack at close range.

 

Developers could start planning on creating such split maps for both matchmaking battles and pro battles as well. That would bring a new gameplay tactic for players. Players using Strikers, and Shafts would enjoy split maps so much because enemies would greatly struggle to spawn at the enemy bases, so that would work really well especially for Shaft and Striker players.

 

Please make more split maps like Archipelago. We need more cool maps like this. If you have more ideas like this for split maps, then don't hesitate to put them down here. You can use the Tanki Online level editor to create split maps of your choice for developers to see on this thread. Good luck!

 

Thank you.

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