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Nope.Because they couldnt fix their anti-chieat which when u fell down and shot, would kill you. So they just went with "It takes too long to fall down" thing when in old tanki it was possible to use recoil to get from bottom to top (Smoky m3+Hunter m2)

Hackers were also a part of the equation. Why? Madness's bottom floor got removed in the same update when space mode came out. If the bottom floor wasn't removed, jump hackers would have a field day. Low gravity + Aging platform + massive gap = chaos

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Hackers were also a part of the equation. Why? Madness's bottom floor got removed in the same update when space mode came out. If the bottom floor wasn't removed, jump hackers would have a field day. Low gravity + Aging platform + massive gap = chaos

What kind of? What they would have done? Tryed to jumphack to the top triggering the broken anti-cheat, which thinks shooting down is hacking? :D

And Madness got removed cuz of hackers. Then it came back.

If tanki would remove bottom floor cuz of hackers, it wouldnt be in the same update as adding moon mode. Why? Just think about it. How could tanki devs know something about that if that havent yet happened? If there were no moon map for hackers to hack in, how did they know? Well, yea. Just looking on the Anti-cheat could give them a hint that its just awful.

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What kind of? What they would have done? Tryed to jumphack to the top triggering the broken anti-cheat, which thinks shooting down is hacking? :D

And Madness got removed cuz of hackers. Then it came back.

If tanki would remove bottom floor cuz of hackers, it wouldnt be in the same update as adding moon mode. Why? Just think about it. How could tanki devs know something about that if that havent yet happened? If there were no moon map for hackers to hack in, how did they know? Well, yea. Just looking on the Anti-cheat could give them a hint that its just awful.

The old madness DID have a space version, you can ask older players for proof. So logically, when adding space mode, they thought "when we had old space madness, we removed it because of hackers. However, people would get angry about Madness being removed a second time." 

 

That's most likely one of the main reasons why they removed the bottom floor, along with the crap anticheat. It was the only compromise between removing the map or keeping it or dealing with the jump hackers in that map.

Edited by Guest

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New map: Standoff

 

The map:

Screenshot_76.png

Gold box drop zones:

Screenshot_77.png

Supply drop zones:

Screenshot_78.png

 

I hope to make some more dueling/1v1 maps.  :) 

Edited by Guest

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That's a great start into mapmaking!

The design of the map is kinda simple, same thing with the gameplay

You should try to expand your map a little bit and add some obstacles and you can also change the textures for the castle props and the terrain props

If you need more help you can PM me

I am actually not new into mapmaking, but most of my projects have been kept under wraps.  :ph34r:

 

Question: How many TTTs/MDKs/LVKs are there?  :blink:

Edited by Guest

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The old madness DID have a space version, you can ask older players for proof. So logically, when adding space mode, they thought "when we had old space madness, we removed it because of hackers. However, people would get angry about Madness being removed a second time." 

 

That's most likely one of the main reasons why they removed the bottom floor, along with the crap anticheat. It was the only compromise between removing the map or keeping it or dealing with the jump hackers in that map.

Better idea- Fix anti-cheat so he detects hackers, not regular players! It doesnt detect hackers.

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Depot B

 

Rail depot based upon a shipping and distribution facility with rail.

 

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Images

 

 

 

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Edited by FogOfWar_XXX
  • Like 1

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Better idea- Fix anti-cheat so he detects hackers, not regular players! It doesnt detect hackers.

One issue.... Hackers will always find another loophole and exploit that. Its like having a leaky dam and patching up areas that leak water. But no matter what you do, it always seems that the water found another way through the dam. 

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Better idea- Fix anti-cheat so he detects hackers, not regular players! It doesnt detect hackers.

If it were that easy it would probably already be done. And it does detect hackers. You know how fly hackers self-destruct every time they try flying and have a terrible K/D? That's anti-cheat.

Edited by ThirdOnion

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That looks cool!

You can improve this map by using different tile designs for the terrain and combine the railroad tile sprites with the road ramps to make it look good, good job!

SO I generally hate criticism, but, that would make for a dull and brutish person, thus, I will take the compliment and ask you a few questions about what you said.

 

When you say different tile sets, are you talking about the fact that I am using older, unsupported tiles, not part of the current distribution of the Editor and Testing Tool, or do you refer to the vast tracks of gray concrete?

 

The railroad tile one I am also not sure about.  I get that I have a dirt track tile with rail, but I never saw a concrete rail tile.  Is there one?  And for the record, I want everything to be as concrete as possible, that's the feel of the map.  I thought about doing transition tile, but that would ruin the effect of the track being next to the loading platforms, it had to be narrow.  I wanted two tracks, but they don't have a junction tile for tracks either, so I'm stuck with one track, otherwise I would have done one rail in and out, and then split them inside and rejoined them on the other end.

 

And as far as the long spaces with gray, I know it's generally a "no no", it renders poorly at distance, but I tried rotating ALL the tiles randomly, because I wanted a "Magistral" type feel to it, where in some parts you can take a shot from across the map and hit someone in the clear.  I suppose I could use the road tiles (1x1) and add dotted lines and that might break it up a bit, and now that I think about it, that's actually a good thought.

 

Anyways, would like to hear what you were thinking about.

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About the concrete props, none of those props are outdated and I was talking about that road tiles that doesn't work with the road props design, it makes the map a bit... weird, as I like to call that

I think there's a rail tile that contains grass, or you can replace the road-ramp props with concrete-ramp props and I think it would make it a little bit better, and don't worry about the outdated props (The 3rd library ones that appear in green), they are the same props as the actual updated library

So I think I get it, you mean get rid of the "stone" concrete tiles.  Hrrrm.  Gonna think about that.

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Okay,

 

I'm gonna jump off a building.  Trying to use the "approved" library.  Need to do a "com build", 4 story building, clicked server library, loaded it.  I can't find any doors in proportion to "building" doors, and that Brazil porch one is useless, COMPLETELY off of scale.

 

Anyone know where in that library there is a door for "com builds" that is actually USEFUL?

Edited by FogOfWar_XXX

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Okay,

 

I'm gonna jump off a building.  Trying to use the "approved" library.  Need to do a "com build", 4 story building, clicked server library, loaded it.  I can't find any doors in proportion to "building" doors, and that Brazil porch one is useless, COMPLETELY off of scale.

 

Anyone know where in that library there is a door for "com builds" that is actually USEFUL?

Found the prop; its called "pdoor1" 

Edited by Guest

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Found the prop; its called "pdoor1" 

That is the door used in the Brazil Map, "Rio".  If you compare it to doors on New Builds and Old Builds and Fachwerk, or however tht is spelled, it is not within proportions, in fact, those doors are damn near Nephelim sized when compared to the size of your tank, it's a little ridiculous.  The old library had ONE, just ONE, door at least, though you were stuck with only a grey and white cinder block type wall to use with it.  See my "Business Park" map I posted not too long ago to see that door.  It IS within closer proportion.  It's so hard making buildings in a realistic manner with no doors.

Edited by FogOfWar_XXX

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I have been noticing lately that the thumbnails, or the picture you see when you click a battle, have been not very representative of the whole map, or completely wrong to begin with (madness). Possibilities of improving this could be a spectator view of the whole map, or at least a zoomed out view capturing the majority of the map. This will also help tankers learn less known maps.

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Many of the maps that the server brings up are not popular maps, or even liked maps. I think that tanki should go through the maps one by one and do a day or two with x2 fund just on that map. People will natrally gravitate towards the map of the day. (this process allows more unknown maps to be played) If, after the day, the map still gets played, make a note. Rate each map accordingly to decide what maps should be created by the server. This would make tankers much more happy about when they play if the majority of them likes the map they are playing on. I hope this makes sense...

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Hi

noise map was my favorite map but after magnum gun released the map now really hard to play in and unbalanced, Red team (most of them) only use magnum, they above blue team, so we die and die and die and die and die and die and die and die...and die, and no where to hide from red team magnum splash in blue space, the past few days I played only in this map and only in blue team (because red always full of players unlike blue team where after few minute the player leave) one of the battles they use 6 magnum and 2 isida in CTF (total players n this map is 8) and other battle they were 5 magnum and other one they were 4 and to this day never saw red team with less that 3 magnum, now we suffer i blue space they above us and only attack us from above and no where to hide or attack we only die here. so please edit this map so we can play normally because now I hate what this map became.

 

`right now I'm waiting crample under the stair waiting to die by magnum splash`

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Military Base


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Large map based upon a military command base, complete with heliports, control tower, barracks, guarded entrance, motor pool and bays, HQ building, and other sundry related items found in bases.  As always, the idea is to make a playable map that is as realistic as possible.  Few raised vantage points, a lot of flat and long firing trajectories, and complex methods of ingress and egress from flag locations (not show here, but one with be in front of the HQ buildings, the other in the communications parking lot (steel towers).
 

 

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Notes

 

 

 

 

The outer walls were done without overt detail, they still require variation as they were copied in blocks and never retouched.  Some concrete appears discolored in the hanger areas, it needs to be replaced.

Control Tower needs to be retouched, too simple and completed simply for the sake of speeding up the build of the map.

 

 

 

 

Thoughts

 

 

 

 

We need MORE DOOR tile in Tanki.

Anyways, I really like the "Hanger T" structure, and if you ever get a chance to play with it, they did something that was a worry till I started working with it, and that is not give it a 2 dimensional depth to the wall.  It has depth when you observe the edges of the garage door.  Unlike the 2 sided tile that is transparent that appears to be steel tracks with vents in them, this building "feels" better and usable.
 

 

 

Edited by FogOfWar_XXX
  • Like 2

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This map looks amazing! I like your idea that you had in mind to make this map

On what I see is that the map looks good for gameplay, there's a bit of lack on the design but it's good too, great job you did here! ;)

Yeah, this one was build flat and real.  Try to create something mundane, yet still fun to play, and hard to play.  The HQ and Comm center have strangle points, but not too strangled, and once out, you have a ton of options on which way to go, but really you better take the long way, or get hammered when roaring down a long road.  The only novelty on this one is like I said in notes, "Hanger T", never used it before, VERY cool that it is illustrated on the INSIDE.  They should have had more of these.

 

Thanks again for props.

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