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Why don't we just remove Magnum from the game?

and the money needed to refund those who bought magnum kits from the shop gonna come from your mama's bank account? 

Edited by GuidoFawkes

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The new red team base has plenty of cover for camping, in that respect I'd say the teams are practically equal. However, I think blue has an advantageous flag position, so I suggest expanding the area around red flag and making a few changes so it is easier to defend.

On a map with uneven playing bases, the team with higher elevation would have the advantage.

 

For direct fire weapons (ie not magnum) that have splash, the lower team tends to either hit target or miss completely.

The upper team either hits target, or hits the ground. Hitting the ground can still result in splash damage.

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Actually, I feel like Red team always won more often on Silence compared to Blue, no matter what developers did to try and balance the map. I don't know why, but Reds' base seems a lot easier to defend, while Blue is easy to attack. To steal a flag from Blue you just need to break through the defence (hardest part), grab the flag and jump down, where your teammates are likely to meet you and help. But when attacking Red, you have to sneak into the base, grab flag, escape into tunnels or other ramps and even then you might still lose the flag because Reds can easily follow you, while your team doesn't seem to be there to help until you are basically at your flag.

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Tanki should revise the scoring in games to match reality.  Currently, CTF games go to 10, and TDM and CP games go to 100.  But because of the way Tanki just allows players to leave games without penalty, in the vast majority of the games, the team with the greater number of players wins.  This means that players often have to fight for longer periods of time against hopeless odds only to lose anyway.

 

In recognition of this fact, I propose that victory conditions be changed in the following ways:

 

1) CTF games should end any time one team has 2 flags more than the other.

2) TDM games should end whenever one team has 5 kills more than the other.

3) CP games should end whenever one team has 6 captures more than the other.

4) ASL and RGB games should end as soon as one team scores.

5) ALL games should end immediately when one team has an advantage in number of players exceeding 12%.  So a match with 10 v 9 would end the instant a player drops from the weaker team (10 v. 8)  This would also mean that in any game with fewer than 8 players per game, the game would end instantly when one team has 1 player more than the other.

 

At first this might seem inconvenient - because no game could increase beyond a single player (1-0 is an overwhelming advantage) but as players begin to understand the fact that Tanki is no longer about skill, or equipment, or strategy or tactics, or even how much money you spend buying stuff,  but is purely about HOW MANY PEOPLE YOU HAVE ON YOUR TEAM, they will come to understand that this is a big time saver.  As soon as you start a game - you win.  No need to wait for two other people to join and be down by 50%, or build up teams of 10 v 10, only to fall behind by a point and have others defect from the team making it so weak there's no way to win.  Just - start a game - you win!  If people miss the explosions and sound effects and paints and stuff, you could have a 2-second show at the end of each game before starting the next game.  In fact, you could make everyone a winner the instant they start a game.  And isn't that what people really want, to be winners?  I mean, if they wanted competition  they wouldn't be playing Tanki anymore, would they?

 

I'm sure all veteran players will recognize that this is the logical extension of Tanki's policy to encourage people to leave games as soon as they think their team is losing, which betrays the rest of their team.  But mostly, it will save lots of time.

Edited by BAMBIBX

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Tanki should revise the scoring in games to match reality.  Currently, CTF games go to 10, and TDM and CP games go to 100.  But because of the way Tanki just allows players to leave games without penalty, in the vast majority of the games, the team with the greater number of players wins.  This means that players often have to fight for longer periods of time against hopeless odds only to lose anyway.

 

In recognition of this fact, I propose that victory conditions be changed in the following ways:

 

1) CTF games should end any time one team has 2 flags more than the other.

2) TDM games should end whenever one team has 5 kills more than the other.

3) CP games should end whenever one team has 6 captures more than the other.

4) ASL and RGB games should end as soon as one team scores.

5) ALL games should end immediately when one team has an advantage in number of players exceeding 12%.  So a match with 10 v 9 would end the instant a player drops from the weaker team (10 v. 8)  This would also mean that in any game with fewer than 8 players per game, the game would end instantly when one team has 1 player more than the other.

 

At first this might seem inconvenient - because no game could increase beyond a single player (1-0 is an overwhelming advantage) but as players begin to understand the fact that Tanki is no longer about skill, or equipment, or strategy or tactics, or even how much money you spend buying stuff,  but is purely about HOW MANY PEOPLE YOU HAVE ON YOUR TEAM, they will come to understand that this is a big time saver.  As soon as you start a game - you win.  No need to wait for two other people to join and be down by 50%, or build up teams of 10 v 10, only to fall behind by a point and have others defect from the team making it so weak there's no way to win.  Just - start a game - you win!  If people miss the explosions and sound effects and paints and stuff, you could have a 2-second show at the end of each game before starting the next game.  In fact, you could make everyone a winner the instant they start a game.  And isn't that what people really want, to be winners?  I mean, if they wanted competition  they wouldn't be playing Tanki anymore, would they?

 

I'm sure all veteran players will recognize that this is the logical extension of Tanki's policy to encourage people to leave games as soon as they think their team is losing, which betrays the rest of their team.  But mostly, it will save lots of time.

Agree with this, but wrong place to post  :P

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What is your problem? No need for hostility.

Post it in a game balance topic somewhere in Game discussion.

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Tanki should revise the scoring in games to match reality. Currently, CTF games go to 10, and TDM and CP games go to 100. But because of the way Tanki just allows players to leave games without penalty, in the vast majority of the games, the team with the greater number of players wins. This means that players often have to fight for longer periods of time against hopeless odds only to lose anyway.

 

In recognition of this fact, I propose that victory conditions be changed in the following ways:

 

1) CTF games should end any time one team has 2 flags more than the other.

2) TDM games should end whenever one team has 5 kills more than the other.

3) CP games should end whenever one team has 6 captures more than the other.

4) ASL and RGB games should end as soon as one team scores.

5) ALL games should end immediately when one team has an advantage in number of players exceeding 12%. So a match with 10 v 9 would end the instant a player drops from the weaker team (10 v. 8) This would also mean that in any game with fewer than 8 players per game, the game would end instantly when one team has 1 player more than the other.

 

At first this might seem inconvenient - because no game could increase beyond a single player (1-0 is an overwhelming advantage) but as players begin to understand the fact that Tanki is no longer about skill, or equipment, or strategy or tactics, or even how much money you spend buying stuff, but is purely about HOW MANY PEOPLE YOU HAVE ON YOUR TEAM, they will come to understand that this is a big time saver. As soon as you start a game - you win. No need to wait for two other people to join and be down by 50%, or build up teams of 10 v 10, only to fall behind by a point and have others defect from the team making it so weak there's no way to win. Just - start a game - you win! If people miss the explosions and sound effects and paints and stuff, you could have a 2-second show at the end of each game before starting the next game. In fact, you could make everyone a winner the instant they start a game. And isn't that what people really want, to be winners? I mean, if they wanted competition they wouldn't be playing Tanki anymore, would they?

 

I'm sure all veteran players will recognize that this is the logical extension of Tanki's policy to encourage people to leave games as soon as they think their team is losing, which betrays the rest of their team. But mostly, it will save lots of time.

Current system good

Players want crystals more than the wins

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Download TTT here → [CLICK ME]
Download Maps here → [CLICK ME]

The Map Makers Club Kit (MMCK) Beta 1: Download

Tutorial is soon to follow

AlternativaEditor: Download

TanksTestingTool & 3rd Library (overview): Download

1.100 Update Props (Regular and v1): Download
Discussion and revision of the program is here.

TLVK Download 

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Edited by al-zmo

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Hello I'm not so good at the intern to do pictures but what if there was a lava map where it you fall in you die! Like it if you agree☺

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Map creator and editor on server for players

 

There should be a server which behaves like a personal hard drive for players. The developers can assign a certain amount of disk space allowed for each player. The players would be able to create and edit their own personal maps on each of the given drive space.

 

The amount of disk space given by developes on the game server will be something decided by the developers. Also, the maximum map size would also be correctly given a limit by the developers to avoid lags such as the upcoming map "Outskirts".

 

drivespa.gif

 

Those custom made maps would be available for other players to play on the server. Other players would see your uploaded maps but unable to edit them. Those maps would anly be playable a pro battles.

 

The reason why I believe that players should be able to create their own map is so that they can easily enjoy the pleasure of being creative and play on different maps rather than always playing on the same maps year after year. Playing on the same maps over and over again makes gameplay kind of boring and brainwashing players with the same map mechanics.

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I agree that making your own maps would be a fun thing to do, but I'm afraid that you don't realise how difficult it is to make new maps using the tools that developers currently have. The map-making software they use is extremely inconvenient and not user-friendly, so it would be a terrible idea to make it official and public, since that would ruin the image of the game (i.e. players would complain that developers released an unfinished and badly made feature).

 

The only other option is to completely re-work the map creator to make it easier to use, but that requires hundreds of work hours, meaning that other updates would have to be postponed. And I don't think it's worth implementing this in the game, since the vast majority of players would rather just login and play battles, than sit in the editor making new custom maps. So the target audience for this custom map maker is very small compared to the overall player base.

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Developers can rework the map editor so that players will have an user friendly map builder and editor. This will have to be done in the future, when all current updates such as matchmaking, HTML5, mobile version and overdrives have been finished and added as a permanent feature in Tanki Online.

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Developers can rework the map editor so that players will have an user friendly map builder and editor.

They can, but why would they spend a lot of time and resources on it, when in the end only around 5% of players will use the map editing feature?

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Developers would have to make the map editing feature so that players can easily and quickly create maps on the fly. They would have to add something exclusively available so that most players would become interested in using the map editor.

 

You said that 5% of players will use the map editor, so be adding some unique feature that players would really like and want, that would allow players to use the map editor regularly.

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I agree that making your own maps would be a fun thing to do, but I'm afraid that you don't realise how difficult it is to make new maps using the tools that developers currently have. The map-making software they use is extremely inconvenient and not user-friendly, so it would be a terrible idea to make it official and public, since that would ruin the image of the game (i.e. players would complain that developers released an unfinished and badly made feature).

 

The only other option is to completely re-work the map creator to make it easier to use, but that requires hundreds of work hours, meaning that other updates would have to be postponed. And I don't think it's worth implementing this in the game, since the vast majority of players would rather just login and play battles, than sit in the editor making new custom maps. So the target audience for this custom map maker is very small compared to the overall player base.

1. I can vouch for that  :P

 

2. Hazel did say he wanted to update AE and make a web based verson, but it hasn't entered development yet.

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I have a great idea. Take 4 Noises, rotate them and put them together so the lowest platforms will be in centre of map and the highest platforms will be in corners. Then name it Canyon or Valley or Hole or idk how.

  • Like 1

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I am so happy that Hazel-Rah has agreed with developing the map creator and editor. The good news is that players will be able to play in maps you created and you can invite them to your own custom maps. The bad news is that if players cannot earn crystals, how will players like to battle in those maps? That is unfair. Players must be able to earn crystals and complete their daily missions in your own custom maps.

 

The point on creating custom maps, is to make sure that players develop other tank-fighting strategies and make the game look and feel different from the usual maps we all play on everyday of the year.

 

I find that playing on the same maps over and over again, year after year is extremely repetitive and makes the game boring. That is another reason why players leave battles half way through the match.

 

By having maps that players can create and edit, they not only go behind the development scene like developers do, but they also bring a new perspective to how battles are played on maps and how the overall Tanki Online gaming experience looks and feels to the player. In other words, this will bring a new dynamic in map visual and fighting skills.

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