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Ideas for Maps!


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Adding 3d Grass would probably drop fps or make your computer run hot. I love those REMASTERED maps, but my gaming laptop turns FANS ON to cool,

other maps run cooler which is good.

But I wonder how much more efficient if tanki was non-html5 and has mac/linux/win clients running c/c++.

Anyone know how much overhead of inefficieny of using html5/unity?

 

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Does anyone else think it'd be nice if there were TO maps that looked like the outside areas of this map? The varying terrain, cliffs, thick bushes and dense forests, etc. Imagine what could be :(

1200px-Maps_banner.png

Edited by ekf
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On 2/21/2023 at 9:37 PM, Kimura said:

80-150 fps in new maps lol. can't even hear fans working.

LOL I have ASUS TUF Gaming which turn on the fans even when I browse some webpages

On 2/23/2023 at 4:31 AM, cybernite said:

Adding 3d Grass would probably drop fps or make your computer run hot. I love those REMASTERED maps, but my gaming laptop turns FANS ON to cool,

other maps run cooler which is good.

But I wonder how much more efficient if tanki was non-html5 and has mac/linux/win clients running c/c++.

Anyone know how much overhead of inefficieny of using html5/unity?

The concept of Tanki is being browser-based, you can run it even at your work computer

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It'd be really nice if Tanki could make maps like the inaccessible parts here.

Sandal-2.jpg

Sandal-4.jpg

Sandal-5.jpg

Edited by ekf

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Racetrack - a map that is a racetrack

Dragstrip - a map that consists of just a platform that goes in a straight line from one end to the other

Intersector - a map that consists of two roads intersecting each other

Death Eight - a map that is a narrow figure eight with death zones surrounding the edges

Cliche - a map that is a desert with no buildings or trees  a basic flat map

Domino - a map that consists of big pillars that could fall if they are hit too many times 

Royale - a map that consists of many AI tanks and many AI turrets that surround the map

Crash - a map consisting of a warzone that contains demolished buildings and rubble even destroyed walls and busted bridges

Flash - a map that is similar to Tribute but with more bridges and platforms

Hydra - a map that consists of two castles one on each side and a modern bridge connecting the two castles if you fall of the bridge you will fall and get destroyed

Village - a map that is similar to Dusseldorf but has an average amount of houses a are all connected by dirt roads

Sideways - a map with no platforms that are rotating 0 degrees apart from the platforms that are connected to hills and ramps

Moscow - a map that is a parody of Moscow, Russia 

Caves - a map that is underground consisting of just caves

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I call this map idea "Tug Of War" :biggrin:

SydJJv5.png

Don't read too much into the sketch, it's just an image to explain the idea, not how big or small the map should be, or how much cover there is.

The map forces the teams to face attack other in a in a single direction, a narrowing corridor which concentrates the fighting in a place, making it extremely intense. The covers makes it easier to defend ground taken and resist being thrown back. They also prevent Ares' or Viking's ODs from being OP on the map.

Edited by ekf

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On 3/3/2023 at 10:25 PM, afkr said:

Hello
Alternativa Editor ran without Adobe AIR installed ??
Support for Adobe AIR has been terminated

now the maps if I remember correctly are made with unity

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SydJJv5.png

 

This is just a sketch to show the idea, don't take its size, shape, placements of cover seriously. It's unrealisticly small.

The idea is to force the teams to move along a narrowing path, to concentrate the fighting, making it very intense, a constant "tug of war" back and forth. Ares and Viking's ODs should be prevented from shooting very far, or they'd be OP. It should also be much bigger than in the sketch, to fit an entire team, and fit enough space between tanks so a flag capturer can escape in CTF, for example.

Edited by ekf

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On 4/21/2023 at 9:39 AM, NikmanGT said:

If not a map, this can certainly be formulated into a different type of gamemode.

Did you have any ideas about that gamemode?

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I'm very open for new and interesting ideas, especially in the maps case. Because they're very repetitive.  I liked your idea, and obviously it seems very grindy and not skill based. You will see everyone enter with Firebird in the deathmatch events and grind. For me it seems like conditioner or density controlling map. But obviously non-team would be able to pass the middle line, so my analogy isn't accurate.

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On 4/21/2023 at 1:41 PM, firety31 said:

I'm very open for new and interesting ideas, especially in the maps case. Because they're very repetitive.  I liked your idea, and obviously it seems very grindy and not skill based. You will see everyone enter with Firebird in the deathmatch events and grind. For me it seems like conditioner or density controlling map. But obviously non-team would be able to pass the middle line, so my analogy isn't accurate.

You're right that this would be a big weakness with this map, and maybe make it not fun. I too would like maps that are unique and forces the players to play in a different way.

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On 4/22/2023 at 7:36 AM, DragonKnight said:

I suggest reducing the no. of players on this map. Else it would be too crowded and my potato laptop can not handle it 

I believe even in big maps like Berlin, every object and player is loaded into your computer where ever you was. Even from the opposite corners (farthest distance).

So if the players in this map were 20 and in Berlin were 20, then your laptop will perform the same.

Edited by firety31

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On 4/22/2023 at 12:25 PM, firety31 said:

I believe even in big maps like Berlin, every object and player is loaded into your computer where ever you was. Even from the opposite corners (farthest distance).

So if the players in this map were 20 and in Berlin were 20, then your laptop will perform the same.

i guess so
maybe reduce it to 10, just to be safe

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On 4/20/2023 at 10:28 PM, ekf said:

SydJJv5.png

 

This is just a sketch to show the idea, don't take its size, shape, placements of cover seriously. It's unrealisticly small.

The idea is to force the teams to move along a narrowing path, to concentrate the fighting, making it very intense, a constant "tug of war" back and forth. Ares and Viking's ODs should be prevented from shooting very far, or they'd be OP. It should also be much bigger than in the sketch, to fit an entire team, and fit enough space between tanks so a flag capturer can escape in CTF, for example.

The idea of jamming everyone into two rooms, with the only connection between the two being a single hallway sounds miserable to play on. For starters, corridor battles already aren't fun, and this map would just be a massive corridor. Fighting in more open environments, while still having some diversity in the area is much more enjoyable. 2nd, some turrets would have an extreme advantage over others (magnum, thunder, railgun[hyperspace rounds in specific], guass, or anything that does big splash dmg or pierces). Maps should allow all turrets to be viable in some regard. Also, overdrives. Things like the atlas or wasp OD would be broken beyond belief. While a map should be unique, it should also be fun for everyone to play on.

Edited by curseuAARON
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On 4/27/2023 at 6:36 PM, curseuAARON said:

The idea of jamming everyone into two rooms, with the only connection between the two being a single hallway sounds miserable to play on. For starters, corridor battles already aren't fun, and this map would just be a massive corridor. Fighting in more open environments, while still having some diversity in the area is much more enjoyable. 2nd, some turrets would have an extreme advantage over others (magnum, thunder, railgun[hyperspace rounds in specific], guass, or anything that does big splash dmg or pierces). Maps should allow all turrets to be viable in some regard. Also, overdrives. Things like the atlas or wasp OD would be broken beyond belief. While a map should be unique, it should also be fun.

I was imagining that the map is floating in air, the wider parts at the ends of the map are like that so that long-ranged turrets can shoot at enemies on the thin road. Points taken though, you might be right that it wouldn't be fun. I still think it would though because of the chaos and intensity, but who knows.

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On 4/27/2023 at 10:39 AM, ekf said:

I was imagining that the map is floating in air, the wider parts at the ends of the map are like that so that long-ranged turrets can shoot at enemies on the thin road. Points taken though, you might be right that it wouldn't be fun. I still think it would though because of the chaos and intensity, but who knows.

While a chaotic map can be fun, it will mostly boil down to the type of chaos. Take old madness for example. It had a massive area at the bottom to fight on, while alsi having areas above to play on. It was chaos, but in a good way.

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On 4/27/2023 at 6:42 PM, curseuAARON said:

While a chaotic map can be fun, it will mostly boil down to the type of chaos. Take old madness for example. It had a massive area at the bottom to fight on, while alsi having areas above to play on. It was chaos, but in a good way.

So basically it's good if on a map you can choose if you want to fight in chaos or not to finish the objectives? That makes a lot of sense.

Edited by ekf

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On 4/28/2023 at 1:05 PM, Maf said:

What's the strategy on this map? Move forward and hope that your GS is higher than the opponent?

It's to take and hold on to the covers on the road, and by using teamwork on different levels, both in the immediate surroundings and long-ranged turrets further back (sniping from the widened sections at the rear for example), defend the covers from enemies trying to take over them, and hold on to the captured ground. The most difficult area is in the middle where the road is the most narrow, the combat will be the most intense there, but once one team gets closer to the enemies side where the path widens it gets a little easier. At least this was the idea, I'm not saying I know that's how the battle would play out...

Edited by ekf

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