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So, once again, I was far too ambitious.  My map to be will not be.  I tried to salvage it like Campus, but too much integrated to really take apart and rebuild with less, a lot of the issue lives in the center of the map.  Moral of the story, life sucks, then you dies.

 

I liked Cornwall btw, nice map.

Edited by FogOfWar_XXX

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https://imgur.com/a/fhASwCX

Test map=Lake

All Land Tiles (floor) props are unstable
More precisely, when you drive a tank onto any Land Tiles, you will fall  :mellow:

 

Seems you are using the old library.... which MDK version are you using?

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Seems you are using the old library.... which MDK version are you using?

I do not use any version of MDK, these props are from the original TTT.

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I do not use any version of MDK, these props are from the original TTT.

Avoid the original TTT, it's outdated. Get the map makers kit (on the front page of the topic) instead.

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Vyhněte se původnímu TTT, je zastaralý. Získejte sadu mapových tvůrců (na přední stranu tématu).

The reason I created a map from an outdated TTT is because I can seamlessly combine all the props I want and also include new props that are my favorites.

Looks pretty cool, maaaybe it was laggy because of the containers too as the building won't cause much lag

It is also a great use of the water props, something that is not seen here as they don't work with the new TTT engine

As Sam said you should use the new TTT found in the main topic, the one that you are using was made by and its outdated, I'm planning on adding the library that you used to the current TTT (plus reviving some legacy maps to there such as Crash and Gallery)

I planned to create this map a long time ago
New props are my favorite props
I have a new TTT, but not the one you have, because before I started creating maps, so I collected maps that are no longer in Tanki Online, I found almost all except Depo, Bastion and Legacy maps.
 
Moreover, when I created one map from an outdated TTT and wanted to try it, the delay was behind a bunch of containers.
Even though I put down some containers, it was still lagging, but then I tried the map on the new TTT and it worked well.
 
As for your TTT, I found a huge map (pretty nice) in which I couldn't spawn, and there was no skybox.
I'm still angry that it doesn't work.

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I planned to create this map a long time ago

New props are my favorite props
I have a new TTT, but not the one you have, because before I started creating maps, so I collected maps that are no longer in Tanki Online, I found almost all except Depo, Bastion and Legacy maps.

 

Hi, I re-made these maps on the Russian forum, I could only create Depo and Bastion. Legacy didn’t do it anymore, because I can’t find a video with this map to work with it

https://ru.tankiforum.com/topic/1118/?do=findComment&comment=707382

 

https://i.ibb.co/Y3tpDCD/Map-Depo.jpg

https://s8.hostingkartinok.com/uploads/images/2018/08/800f7928b56c0a73e043a743b1c80ca8.jpg

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Looks great :D I really like to see bigger maps like these

The design looks great, you can also try to use the transition tile textures to have some areas with grass too

 

Great concept! You could add bushes and different grass textures to it, that would make it even better

 

You can copy your image by clicking right on top of your image, click on "Copy image" and paste it here on the editor

The reason I didn't add bushes and trees was because when I laid them they were invisible, but they were below the map.

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That's a good use of space and makes for a challenging map, nooks and crannies, wide open spaces, angles, all that.  That's the kind of map where real game play happens,  overall, because I didn't have time to look it over completely, but if I were to want to play a custom map, this one looks like it would be a great one to really settle into and play.  Even if it turned out to not be excessively playable at first, it would only be because of a hole here and there in the design that let one team dominate.  Likely simple fixes.  Good eye.

 

9c5a78e9791182ac222a501ae8574bdb.jpg

 

This is not the final option, the map will probably be edited.

Great sense of space and relational space, feels real, looks real, in terms of parallels in the world (okay, raised roads in Tanki are always a difficult leap of faith).  Fantastic use of transition tiles too (I know, that is SO much work).  Lastly, Very colorful, in a tasteful way.

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Even if it turned out to not be excessively playable at first, it would only be because of a hole here and there in the design that let one team dominate. Likely simple fixes. Good eye.

 

 

Great sense of space and relational space, feels real, looks real, in terms of parallels in the world (okay, raised roads in Tanki are always a difficult leap of faith). Fantastic use of transition tiles too (I know, that is SO much work). Lastly, Very colorful, in a tasteful way.

Thank you for your feedback, I spent several hours creating it, and very often wanted to abandon it. But I finished it and I see that people like it. Now I am making a big map, but already using the details from the second library, such as land, elements, complex builds. And I think I'm doing well Edited by 3arap

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Thank you for your feedback, I spent several hours creating it, and very often wanted to abandon it. But I finished it and I see that people like it. Now I am making a big map, but already using the details from the second library, such as land, elements, complex builds. And I think I'm doing well

You will notice I've been without a new map for a little while.  CAREFUL with big maps.  I screwed myself twice now.  One I could salvage (Campus), the other, I could not.  Always drop a test copy into TTT every time you add significant amount of new material on a big map, it will keep you from working too much and then having to figure out what is the problem and if it can be fixed.

Edited by FogOfWar_XXX
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Strip Mine

 

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.)

Open pit strip mine with 5 levels of strip and wide open surface level areas and narrow connecting passages.  Large map in spite of the  limited routes.  The level contains a few props attempting resemble the equipment and buildings one might expect in a strip mine, complete with vehicle ramp, quarry dump, and materials extraction "looking" structures.


Notes


Given the nature of the map and the obvious nature of it to plant flags for CTF at the top, one might find the map to be simplistic, but once in play, the map would be too easily defended on each side by the narrow, thus the long route moving down and up the map would allow teams to avoid the initial brunt of defense until their arrival upon the a defending teams base.  Rugby and Assault would hard played games on this map, especially with the rugby ball rolling down levels when lost or thrown improperly.




Thoughts


Not the most catchy map, but it is a unique layout format that make for again, different and unique game play, instead of the regular format.  Auto aim would be tested mightily here and the race to change levels to escape the onslaught of fire would be important when not playing the surface portions.

 

Edited by FogOfWar_XXX
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Glad to see that you are back at mapmaking!
Sadly I can't watch the video because of the music being copyrighted in my country, you could make a copy of the video without music or change the music


PS: 3arap is going to join with us into the project we had in mind

 

 

Yeah, I had been bouncing ideas around in my head and this one had been there for a while.  As for the copyright, stupid commons thing doesn't seem to work for me, I guess I'm not savvy enough for all this publishing.  I will post up a silent one for you.

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