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Video

Spoiler

 

 

(BE GENTLE. I have NO video editing software and the TTT tank runs a little slow and a little odd, doesn't handle great.)

 

Tree shaped canyons and a lot of Christmas decors. so fancy yourself a gander, and Tanki away yule tide banter for you and yours.

 

Notes

 

Two tiered diagonal angled canyon map, with choke point in the middle and raised center on both ends.  Plenty of room for cover and movement and support fire.  While the focus was a Christmas shape and theme, this map would be playable and entertaining, albeit very costly in terms of flag retrievals.

 

 

Thoughts

 


Again, like all holiday themed maps, little say other than its shaped like two tress connected at the their tops, and has a lot of holiday cheer.
 

Edited by FogOfWar_XXX
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On 12/12/2019 at 5:03 AM, Adriel.RB said:

Just to keep you waiting until Christmas, this is one part of my "Christmas special" videos

Fortress is a large map, a bit larger and complex than Desert

 

 

Gotta say, I wish I had thought of the moat myself.  That's actually spot on smart and clever.  I can't say I saw the continuity of Red vs Blue side, but then, I've only watched twice, and distractedly, but the moat, that caught my eye immediately.  Good thinking, I'll be using that sometime in the future.

Edited by FogOfWar_XXX
Typos

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could you make a very large map for example wave but much more wide 

maybe for special days           maybe max. 200 players

2 teams          goal for the battle i dont know yet 

maybe something like capture the flag 

 

yes better capture the flag     then it would be a real fight   

better you cant get        also if there is a goldbox dropped 

it will come at the hill at the center of the map 

 

im curious to know how PRO players want to catch this goldboxes?

and how will it go at war with 200 players 

would it be like Sparta or how  

 

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2 hours ago, Llan said:

Pouze testovat mapu

 

 

So while I don't agree with some of the building placements and the fauna, given the base nature of concrete and roads used in a "vacuum" type map, the layout is well done and has depth in terms of gameplay.  That said, it is very limited in terms of pathways, but then, that's what this map is about.  Domination of passages is a good map strategy for design as a type.

 

My only real complaint would be lack of parity in terms of initial base heights without compensatory space to help counter act a "high ground" offensive.

 

Nice map all in all.

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6 hours ago, iFrosTiger said:

Duplicate idea.

I think there is already some secret rooms in some Maps, for example in silence.

 

He means actual secret rooms that the devs actually made but removed, not the glitches like the one in silence.

 

I agree with this idea for parkour format though.

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I don't think we need secret rooms. We already  Have them in the game. Having some around through out the year would only ruin the fun. 

Edited by Sacrifice

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On 1/14/2020 at 2:20 PM, Sacrifice said:

I don't think we need secret rooms. We already  Have them in the game. Having some around through out the year would only ruin the fun. 

I know, but the majority of them appear during the GAME contest. What I was talking about was the ones that were in-game prior to update 220.

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2 minutes ago, MartinGarrix15 said:

I know, but the majority of them appear during the GAME contest. What I was talking about was the ones that were in-game prior to update 220.

Ohhh okay. Sounds like a good idea then. ?

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What the game really needs is a low-visibility map in matchmaking, as a replacement for the removal of night mode.

In my opinion the best way to do this is to make a map which, while topographically similar to Massacre, is completely covered in huge bushes. These bushes would obscure vision without blocking movement or LOS, making it impossible to see other tanks at long range. As a result, battles in this map would be a complex game of cat-and-mouse, ideal for all play styles.

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Hi guys, I was inactive for a while, but nobody cares:)

These are my last old maps.

map = Garden

o4UNVg1.jpg

 

mapa = ???

 

WbEpvHQ.jpg

 

map = Silent

 

83swMDF.jpg

 

map = Hole

 

qjwwuaa.jpg

 

map = Museum

 

zs31r6j.jpg

 

map = Grounder

 

JVTFGHe.jpg

 

map = Shrubs

 

C1oa3tW.jpg

 

map = Expensive

 

EE06qHa.jpg

 

map = (old castle)

 

Sc4CZyA.jpg

 

map = Test

 

poAyEwh.jpg

 

map = Mini Depo ?

 

O9BnbbM.jpg

 

map = Root

 

PMDvQr0.jpg

 

map = Isle

 

1x3CzmK.jpg

 

 

Edited by Llan
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On 2/26/2020 at 1:35 AM, whydoyoucare said:

What the game really needs is a low-visibility map in matchmaking, as a replacement for the removal of night mode.

In my opinion the best way to do this is to make a map which, while topographically similar to Massacre, is completely covered in huge bushes. These bushes would obscure vision without blocking movement or LOS, making it impossible to see other tanks at long range. As a result, battles in this map would be a complex game of cat-and-mouse, ideal for all play styles.

Gauss users would love this.

 

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Abandoned Mining Town

maxresdefault.jpg?sqp=-oaymwEXCNACELwBSF

Video

 

Spoiler

 


(BE GENTLE. I have NO video editing software and the TTT tank runs a little slow and a little odd, doesn't handle great.)


Old abandoned mining town in an arctic setting.


Notes

Spoiler

Cold War era type arctic mining town.  Large map with a rail line delineating sides easily and both sides containing cover and elevated points of engagement from the beginning of game.  The map has many locations from which to enter and exit lines of fire and enter and escape opposing forces.  Large swaths of no man's land though create difficult egress for lighter vehicles being pursued.


Thoughts

Spoiler

This is another map that had to be salvaged, though this time not due to technical limitations, but a distracted designer.  I have been working on this map for months, and I simply could not find the exact design desired and ended up with a map that had elements of many things that could not be combined to make a aesthetically and functionally acceptable map.  The use of open spaces created difficult decisions for placement of elements that would both make sense and keep the map playable.

Ultimately the mining hill is not entirely to the designers liking, not the elevated portions on the opposing side.  Compromises had to be made, and this required careful consideration of redesigning portions in the middle.  Also the sky box was a difficult find, not many northern twilight sky boxes were readily available online.

Lastly, filming was further complicated by older software that continued to crash regularly.

Moral of the story, map making in Tanki is NOT easy.

 

Edited by FogOfWar_XXX
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Hi all, I know a lot of people miss old madness and Devs removed it because of false anti- cheat system so I was think why not we have a bunch of maps strictly for parkour this could include 2014 stuff like gallery

Tell me what you think 

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4 hours ago, r0fl said:

Hi all, I know a lot of people miss old madness and Devs removed it because of false anti- cheat system so I was think why not we have a bunch of maps strictly for parkour this could include 2014 stuff like gallery

Tell me what you think 

I would be really happy.

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On 4/5/2020 at 5:06 PM, Adriel.RB said:

I like the way you assemble those cliffs, the whole map does really makes it feel like it's from the past century and the little details you put into the rail station is impressive, never seen something like that

Great job! Also welcome back, hope you are doing fine by now and have time to rest as what you had told me before that you were busier, hope things come back to normal as the time passes on

I anguished over the cliffs, and I'm still not completely happy with them, but thank you, makes me feel better about the final design knowing someone noticed and does not find them poorly placed.

I am s busy as ever, but had this map sitting for three months and was tired of staring at it.  I finalized the last of the props and filmed, which also ended up being a lot of work.  I'm working on another map, something of departure from my normal maps.  I hope it won't take nearly as long though it publish.

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Assembly Plant

ALTERNATE LINK

Spoiler

 

 

(BE GENTLE. I have NO video editing software and the TTT tank runs a little slow and a little odd, doesn't handle great.)


A small map of an assembly plant.


Notes

Spoiler

Three passages at ground level, two above ground, one below ground. This is a difficult and brutal format with four entry points to the main edifice and many opportunities for quick cover.


Thoughts

Spoiler

This is a huge departure from my normal maps.  It is compact, small, and designed to be fast.  There is plenty of cover and avenues to shift paths and get away from lines of fire, but it can be just as fast to recapture your target and fire upon them.  Base areas have some, but little cover.  It was commented to me during the development stages that the bases were too small, and I might have to agree, but I wanted to stick to the form factor on the first release, the smaller foot print.

 

I intend to revisit this map and make an expanded version later (ie when I'm not feeling up to starting from scratch an entire map).  I think I will open up the bases in that one and add some additional structures, but that will be for a later date.

 

As a side not, filming WITHIN an enclosed structure poses a few complications that are unique to map videos, just fyi for the would be video maker in an enclosed map.

Edited by FogOfWar_XXX
Erroneous description.

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20 minutes ago, Adriel.RB said:

You can check these guides that would explain to you the basics on making a map and testing it

The Map Making Guide: Part 1 - Software http://en.tankiforum.com/index.php?showtopic=364568

The Map Making Guide: Part 2 - Props http://en.tankiforum.com/index.php?showtopic=378473

If you have more questions you can join our Discord server at http://discord.gg/zWBTCDP

thanks. just had all the files from this topic but they were "damaged" and adobe air couldnt open the main editor

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