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Add Pass to Matchmaking

 

Why Pass should be added to MM:

1) It is in similar size to Sandal and also bigger than Sandbox, Silence and Cross. It can undergo map expansion if needed, right?

2) It has a similar amount of players as Sandbox, Sandal and Cross. Sandbox has 8 players, Sandal has 12 players and Cross has 14 players. Pass has 10 players.

3) There's plenty of map for Pass to expand. Pass is a 33 x 23 sized map, which is 759 props in total. There's also plenty more land where you self-destruct, which can be used as map expansion.

4) It doesn't have to be used for every mode. For example, there's not enough space for RGB or JGR modes, or the Team Juggernaut modes, but it already has 3 control points.

5) It's a classic map that can be unlocked at Private. It's also almost forgotten. It was pretty much abandoned by the community as soon as MM came out.

What do you think?

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1) It is in similar size to Sandal and also bigger than Sandbox, Silence and Cross. It can undergo map expansion if needed, right?

Similar? Maybe. Bigger? Not even close to Cross or Silence.

 

Anyways, yeah it's fine but Scope should be the next one to be added, lovely map  :wub:

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Silence is 696 props in total, while Pass is 759 studs total. Also, Cross is 675 studs. Link to the information:

 

https://en.tankiwiki.com/Maps

Including self-destruct zones? Yeah, possible, but the maps themselves aren't similar. Besides, it's not like they're on a template. Props can easily be added/taken away.

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Including self-destruct zones? Yeah, possible, but the maps themselves aren't similar. Besides, it's not like they're on a template. Props can easily be added/taken away.

I think so?

 

Pass is like it's split in half, while Silence is a lot like Noise. If Noise gets added, Pass should be added regardless, because Pass, in my opinion, is better than Noise

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Thanks! I saw it and the map looks amazing! I can see your mapmaking style spread over the map

The custom hangars looks great, they are similar to the bigger hangar that I have seen in a old TTT map (on which was called New Kungur)

It really looks like an interpretation of a rail station... wait, as I'm writing this I didn't noticed that the map you posted was Strip Mine and the one you sent to me was Transfer Station

I was trying to find the video of that map in your page but I wasn't able to find it

All of this wouldn't happen if Youtube won't had blocked the video on my country

If you go back and navigate around, you'll find there are like 3 or 4 videos there, I posted up Strip Mine there for you.

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Noise can't be added in its current state. as there is only one painfully obvious outcome. I don't remember pass...

It's one of the first maps I've played on... on my www.killedu.com account.

 

The second one I remember though... is Kungur

The first one I remember... is Sandal

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Noise can't be added in its current state. as there is only one painfully obvious outcome. I don't remember pass...

I only remember Pass because it used to have a secret room.

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I only remember Pass because it used to have a secret room.

Oh yeah...  :ph34r:

 

i2q8R05.png?1

 

This is one of my first screenshots in Tanki. Probably early 2012.

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Oh you're right, I found it and it looks amazing! It reminds me of one pit located in Cornwall (in the physical world)

Magnums would conquer that map, but apart from gameplay it is a beautiful map, maps aren't always meant to be for gameplay but also for design

You did a really good job and I took almost half a month to see your map showcase, but it was worth it

Well, as always, very much appreciate the compliments.  As for my showcase?  You mean just the list of my videos in general, like on youtube?

Edited by FogOfWar_XXX

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Pipe Line

 

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.)

 

Simple map of a stretch of oil pipeline in a valley.  Long open corridor with two rough passages on either side.

 

Notes


This map is not too overly complex, it's meant to be a clean and clear non-urban map and just straight forward.    Some cover, but it needs to be used carefully to stay out of harms way.

Resembles a marriage of Desert with Massacre.  A map that is not exactly hard, but not easy.  The varied terrain on both sides makes for difficult sustained aiming, and faster tanks can get into trouble if not careful with the shifting terrain.

 

 

Thoughts


Certainly NOT the most involved or overly planned and executed map I have created, but it is designed to emulate real landscape and real things of military significance.
 
 If enough people were to ask, I might consider redoing the map with more cover, maybe not solids, but sprites.
 

 

Edited by FogOfWar_XXX
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SO I've been rather conflicted with the last two maps.  Was trying to get away from the typical "build lotsa this and that," and try something a little lighter and purer.

 

Take away from this, it's harder to make those maps than the more involved ones I think.  Pipeline was about rough terrain or an open corridor.  It's very much what I envisioned (except I think I might have done some more wit the pipeline supports, and maybe reset the way the pipe line connects to the towers, but this is all hindsight, after looking at it for a long time).  That said, The lack of cover on one side makes for a difficult respawn situation.  Adriel had commented on Strip Mine and made the very cogent remark that some maps are built because they simply can be, not always for playability.  I think that is true, from the map makers point of view.  We envision something and then build to it.  I always try to recreate something real.  Reality dictates that sometimes it might not always be the best place to fight.  That said, maps should serve the purpose they exist for, namely, fighting.

 

The take aways from this are

 

One:

simpler layouts tend to be harder because they lack extraneous objects that are usually there for cover or serve as parts to something greater that help break up the landscape.

 

Two:

hopefully more props will begin to appear in the future for maps.  Be it decorative or utility, we are stuck with very few of them in terms of variety to recreate scenes and environments that are themed to a particular place or function.

 

Three:

we need some serious aggregation of Land Hill and Rise type tiles, not to mention their skins.

 

Well, anyways, my two cents for map makers.

Edited by FogOfWar_XXX
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New map=Castle

KTSzs8r.jpg

The reason why there are no shrubs above is because they were invisible again.
AE I restarted several times, but I was still invisible.
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  • Haha 1

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