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So I downloaded and installed everything, works perfect, made one great map and saved it... However saving doesnt work. it gets saved as jus a normal file. No .xml file... Can't load the file either.

 

How do I fix this I've spend some nice hours on it so now I want to complete it.

 

^PROBLEM ALREADY SOLVED^

 

Didn't add .xml in the file name when saving it

 

Yap, I had the same issue the first time around.

 

A word of advice: When you save your map, make sure to save it

in both "1.x" and "3.x" format, avoid the "1.x.full" format because it

seems to be glitching out for some reason and the editor refuses to

accept it properly.

 

For example, if you call your map "Crash", you name the 1.x format

of the map "Crash1" and the 3.x format of the map "Crash3". It sure

helps out to differentiate them, and also saves you from the frustration

when the editor crashes during a save and corrupts the file you've been

currently trying to save on. Also, make sure to save aditional copies of

your maps, due to this issue, learn from my mistake and start doing this

before you lose an hour or two of your work in an instant, the editor isn't

nearly as stable as you expect it to be...

Edited by ArgentHellion

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Facade -

Players: 16 total (8 vs 8)  

Props: 3rd, v1

 

 

fzjvfS.jpg

BKYn1G.jpg

V0B19z.jpg

^ Underground area. 

 

 

 

Sorry for being a bit late ~ Video may come later ~ 

Hmm very nice.

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I will suggest new map features such as greek / roman columns and buildings, American western style buildings and futuristic domes.

 

I would also like to see cloud city maps and under water maps.

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Well, I managed to draft two of my maps, I haven't been able to test them

because the Tank Testing Tool simply refuses to work for me, it doesn't

matter where I download it from, when I try to change the content of the

folder in order to test my map, it simply refuses to run.

 

So, unfortunately, the only visual demonstration you will be receiveing from

my maps are pictures, so here we go.

 

PS: Work on these maps is still in progress, I haven't added the trees and

other minor details, those will be included in the final versions, if these maps

are accepted into the Tanki roster.

 

Map1: Turfwar

 

 

Turfim1.jpg

 

As you know, Turf War stands for a bitter fight for territory, and this map is exactly

about that: pushing forward in order to hold as much of the map as possible, and

this is a BIG map, probably the biggest one you have ever seen. This image is only

HALF of the map, I couldn't take a picture of the whole thing or from another angle

because the editor crashes when most props are in sight.

 

To encourage players to always confront the enemy head on, rather than camping

in their base, the flags have been flipped, meaning the red flag is in the blue base

and the blue flag is in the red base. This actively prevents flag camping and also

prevents stalemates when both teams have taken the enemy flag and carried them

to their own bases. On this map, you pick up the enemy flag immediately from your

spawn and carry it to the enemy base, if you drop it, you have to go back for it.

 

This is probably the first urban map in Tanki. It is literally a city map, with nothing

but buildings and concrete all around, so players will be forced to fight in short

range combat, except in the very middle where long ranged combat is absolutely

necessary to keep the enemy team at bay.

 

Since this is a huge map, dying should be avoided, because if the heat of the battle

is on the enemy side of the map, it will take you quite a lot of time to catch up, so

providing reinforcements is more difficult the further you are from your spawn. 

 

 

 

Map2: Onslaught

 

 

Onslaught%20image.jpg

 

Just like the Turfwar map, the Onslaught map has the flags flipped, meaning the enemy

flag is on your spawn and you have to carry it to the enemy spawn rather than get it and

run back. This way players are effectively forced to push forward.

 

In order to really force players to push, the flags have been moved further away from the

spawns, meaning if you die, you won't be respawning next to the enemy flag so you can

provide immediate resistance to the enemy team, but rather far from it, so try not to

get yourself killed one too many times, because whenever somebody kills you, he

actively removes you from his way and by the time you get to where you were when

you died, the player who killed you has long gone...

 

There is only ONE WAY to go on the Onslaught map, and that is head-on straight into the

enemy, there are no side-routes or ramps that allow you to go around any engagement, 

you have to fight your way through your enemy, and vice versa.

 

Onslaughtim1.jpg

 

These two bridges and the surrounding slopes are the deathzone of this map.

ANYONE and EVERYONE fighting on this map has to cross over these two

bridges, and it is pure suicide to attempt crossing without proper back-up.

This is by far the hardest area to advance through, because it is a wast and

available to be shot at from every feasable angle, it is well protected from both

sides. Whoever is better at defending their side will be able to cross to the

enemy side and probably stay there.

 

Unlike any other map, the Onslaught map provides the possibility to completely

cut out the enemy team, if the team is skilled enough to invade their half of the

map and push them beyong the point where the flag is. That way, the team that

ended up cut off in their spawn is forced to use strategy and reclaim the flagspot

rather than just simply relying on the their instant respawning to eventually tire

out the invaders...

 

 

Edited by ArgentHellion

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Great maps ;)

Also, in the quote you see an photo about Onslaught.

In the center you put 3rdLibrary rocks, and that doens't combine with the Reg / v1 props. You need work on then.

Keep it up! you will probably be a candidate for the MapMakersClub ;)

 

Thanks :)

 

I just thought the rocks would look better with the dead grass slopes, so that's the only reason why

I included them. Honestly, I don't separate individual libraries when I make my maps, I just take all

of them and load them in the editor, so I have all of them at my disposal.

 

So, 3rd library elements should be avoided??? Or can they stay in the maps?

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Here's my first map, called Subject. It isn't done yet but here's a first look on it.

Very nice! Its not bad, but not ideal. I encourage you to expand on the prop library. Also note, you used the passage props as tiles; when in TTT you'll see the texture will flicker between the wall props, this is best avoided by using the tiles instead.

 

Map2: Onslaught

 

 

Onslaught%20image.jpg

 

Just like the Turfwar map, the Onslaught map has the flags flipped, meaning the enemy

flag is on your spawn and you have to carry it to the enemy spawn rather than get it and

run back. This way players are effectively forced to push forward.

 

In order to really force players to push, the flags have been moved further away from the

spawns, meaning if you die, you won't be respawning next to the enemy flag so you can

provide immediate resistance to the enemy team, but rather far from it, so try not to

get yourself killed one too many times, because whenever somebody kills you, he

actively removes you from his way and by the time you get to where you were when

you died, the player who killed you has long gone...

 

There is only ONE WAY to go on the Onslaught map, and that is head-on straight into the

enemy, there are no side-routes or ramps that allow you to go around any engagement, 

you have to fight your way through your enemy, and vice versa.

 

Onslaughtim1.jpg

 

These two bridges and the surrounding slopes are the deathzone of this map.

ANYONE and EVERYONE fighting on this map has to cross over these two

bridges, and it is pure suicide to attempt crossing without proper back-up.

This is by far the hardest area to advance through, because it is a wast and

available to be shot at from every feasable angle, it is well protected from both

sides. Whoever is better at defending their side will be able to cross to the

enemy side and probably stay there.

 

Unlike any other map, the Onslaught map provides the possibility to completely

cut out the enemy team, if the team is skilled enough to invade their half of the

map and push them beyong the point where the flag is. That way, the team that

ended up cut off in their spawn is forced to use strategy and reclaim the flagspot

rather than just simply relying on the their instant respawning to eventually tire

out the invaders...

 

 

As my colleague lafasta was getting at, your transitions are horrible. Most obvious with the different grass of the Regular and v1's also with the 3rd library. Also with the cement and grass transitions as well. Currently, there are not any transitions between the libraries, so you have to figure out how to work them in. This can be done by putting a steel or beton tile in between the two different libraries. For the layout of Onslaught, I think its pretty innovative. I think it has potential.

 

I just thought the rocks would look better with the dead grass slopes, so that's the only reason why

I included them. Honestly, I don't separate individual libraries when I make my maps, I just take all

of them and load them in the editor, so I have all of them at my disposal.

 

So, 3rd library elements should be avoided??? Or can they stay in the maps?

Somehow the dead grass slopes got into the mix of the props, and I suggest you remove them as they are not in the .TARA it takes to run the TTT, so when it doesn't recognize the item, it wont load the map. I'd say keep using the 3rd lib stuff, just gotta get used to the props.

 

 you will probably be a candidate for the MapMakersClub ;)

Ehhhh

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Well, I managed to draft two of my maps, I haven't been able to test them

because the Tank Testing Tool simply refuses to work for me, it doesn't

matter where I download it from, when I try to change the content of the

folder in order to test my map, it simply refuses to run.

 

So, unfortunately, the only visual demonstration you will be receiveing from

my maps are pictures, so here we go.

 

PS: Work on these maps is still in progress, I haven't added the trees and

other minor details, those will be included in the final versions, if these maps

are accepted into the Tanki roster.

 

Map1: Turfwar

 

 

Turfim1.jpg

 

As you know, Turf War stands for a bitter fight for territory, and this map is exactly

about that: pushing forward in order to hold as much of the map as possible, and

this is a BIG map, probably the biggest one you have ever seen. This image is only

HALF of the map, I couldn't take a picture of the whole thing or from another angle

because the editor crashes when most props are in sight.

 

To encourage players to always confront the enemy head on, rather than camping

in their base, the flags have been flipped, meaning the red flag is in the blue base

and the blue flag is in the red base. This actively prevents flag camping and also

prevents stalemates when both teams have taken the enemy flag and carried them

to their own bases. On this map, you pick up the enemy flag immediately from your

spawn and carry it to the enemy base, if you drop it, you have to go back for it.

 

This is probably the first urban map in Tanki. It is literally a city map, with nothing

but buildings and concrete all around, so players will be forced to fight in short

range combat, except in the very middle where long ranged combat is absolutely

necessary to keep the enemy team at bay.

 

Since this is a huge map, dying should be avoided, because if the heat of the battle

is on the enemy side of the map, it will take you quite a lot of time to catch up, so

providing reinforcements is more difficult the further you are from your spawn. 

 

 

 

Map2: Onslaught

 

 

Onslaught%20image.jpg

 

Just like the Turfwar map, the Onslaught map has the flags flipped, meaning the enemy

flag is on your spawn and you have to carry it to the enemy spawn rather than get it and

run back. This way players are effectively forced to push forward.

 

In order to really force players to push, the flags have been moved further away from the

spawns, meaning if you die, you won't be respawning next to the enemy flag so you can

provide immediate resistance to the enemy team, but rather far from it, so try not to

get yourself killed one too many times, because whenever somebody kills you, he

actively removes you from his way and by the time you get to where you were when

you died, the player who killed you has long gone...

 

There is only ONE WAY to go on the Onslaught map, and that is head-on straight into the

enemy, there are no side-routes or ramps that allow you to go around any engagement, 

you have to fight your way through your enemy, and vice versa.

 

Onslaughtim1.jpg

 

These two bridges and the surrounding slopes are the deathzone of this map.

ANYONE and EVERYONE fighting on this map has to cross over these two

bridges, and it is pure suicide to attempt crossing without proper back-up.

This is by far the hardest area to advance through, because it is a wast and

available to be shot at from every feasable angle, it is well protected from both

sides. Whoever is better at defending their side will be able to cross to the

enemy side and probably stay there.

 

Unlike any other map, the Onslaught map provides the possibility to completely

cut out the enemy team, if the team is skilled enough to invade their half of the

map and push them beyong the point where the flag is. That way, the team that

ended up cut off in their spawn is forced to use strategy and reclaim the flagspot

rather than just simply relying on the their instant respawning to eventually tire

out the invaders...

 

 

 

 

These two maps look like serphurov but these bridges are a wonderful complement

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Here's my first map, called Subject. It isn't done yet but here's a first look on it.

 

CNymWfa.png

 

ZJa2hli.png

 

 

 

Hmm...My PC will blow up when I enter this map. However I wish you good luck :)

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Great map!

You can put another props, like walls and ramps to make the map more cool  B).

Keep it up!

Working on it ;)

 

 

Very nice! Its not bad, but not ideal. I encourage you to expand on the prop library. Also note, you used the passage props as tiles; when in TTT you'll see the texture will flicker between the wall props, this is best avoided by using the tiles instead.

Will change ;)

 

 

Hmm...My PC will blow up when I enter this map. However I wish you good luck :)

I could try to mke a smaller version of it, otherwise don't join it  :mellow:

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Some of these maps are outstanding  :o

 

Unfortunately, we have to wait for the Unity transition

before the developers even consider including them

in the game.

 

PS: Today I bought the Pro Pass and I played the map

simply called Hill... Anyone who played it knows how

stupid it is, and yet it is in the Tanki roster...

 

Once we hit the transition, Tanki seriously needs to

be purged from all the excessive farming maps,

because that's what they are designed for, just 

instant chaos and constant killing to raise the

budget as fast as possible...

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Unfortunately, we have to wait for the Unity transition

before the developers even consider including them

in the game.

 

PS: Today I bought the Pro Pass and I played the map

simply called Hill... Anyone who played it knows how

stupid it is, and yet it is in the Tanki roster...

 

Once we hit the transition, Tanki seriously needs to

be purged from all the excessive farming maps,

because that's what they are designed for, just

instant chaos and constant killing to raise the

budget as fast as possible...

Err how exactly is hill 'stupid' ? O.o Edited by Kurt_KurtDGreat

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