My (future) OW map
Twitwi
25 Jul 2010
Hi, just wanted to hear your thoughts on my upcoming map:
ow_??? (Haven't got a name yet)
Features:
Problems:
Here is a WIP panorama:

however, I will not be mapping on it for the next few weeks since I'm on holiday in France,
but I will sure comeback to this map, and maybe finish it : D!
well here is some more WIP pics:
ow_??? (Haven't got a name yet)
Features:
- 3 Capture points
- Over watch gets ability to take back capture points back
- Timer at the end to delay the rebels when they are winning
Problems:
- Re-spawning (in other words balance issues)
- some rendering issues
Here is a WIP panorama:

however, I will not be mapping on it for the next few weeks since I'm on holiday in France,
but I will sure comeback to this map, and maybe finish it : D!
well here is some more WIP pics:
braddollar
25 Jul 2010
Could you explain a little bit of what your plans are for it, playstyle etc?
Twitwi
25 Jul 2010
braddollar
25 Jul 2010
Could be interesting. Definitely not with the current AI though. Once they will hold in a position that would be cool.
Have you thought about some alternate routes between the capture points? Like maybe some long halls around the outside that take longer than going through the center, but are potentially more risky, perhaps due to OW traps or something?
Have you thought about some alternate routes between the capture points? Like maybe some long halls around the outside that take longer than going through the center, but are potentially more risky, perhaps due to OW traps or something?
Twitwi
25 Jul 2010
braddollar, on 25 July 2010 - 04:00 PM, said:
Could be interesting. Definitely not with the current AI though. Once they will hold in a position that would be cool.
Have you thought about some alternate routes between the capture points? Like maybe some long halls around the outside that take longer than going through the center, but are potentially more risky, perhaps due to OW traps or something?
Have you thought about some alternate routes between the capture points? Like maybe some long halls around the outside that take longer than going through the center, but are potentially more risky, perhaps due to OW traps or something?
I have and I will : )
as of now, there is three ways out of spawn and a way to flank the middle point (by running under it)
of course this isn't enough : P
braddollar
25 Jul 2010
Twitwi, on 25 July 2010 - 04:12 PM, said:
of course this isn't enough : P

downloads: 18
Twitwi
25 Jul 2010
Quick update, one of my friends wanted to model something, so this map will contain some custom props also.
Hopefully this is gonna be good stuff ^^
I told him to make the beacon/captuerpoints models.
I will not be working on it any time soon, but it will get those flanking possessions one day
I think of it as a push map, rebels takes the middle, but are low on health and will have to fallback, combines takes back middle.
So gameplay wise the idea is to "never back down" even when you are low on health, because as soon as you do, you'll have to start over.
Hopefully this is gonna be good stuff ^^
I told him to make the beacon/captuerpoints models.
braddollar, on 25 July 2010 - 05:48 PM, said:
Needs 534924.5 more flank paths imo. more please.jpg
I will not be working on it any time soon, but it will get those flanking possessions one day
Firespray, on 25 July 2010 - 07:35 PM, said:
Pretty cool, looks like a defense map if I am correct.
So gameplay wise the idea is to "never back down" even when you are low on health, because as soon as you do, you'll have to start over.
BMT
25 Jul 2010
The areas are quite open, are you planning on putting more cover around the capture points? You'll probably need to add quite a few more routes to help with replayability, it seems a little small at the moment. Good to see some community members already working on maps though, keep working at it
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Twitwi
26 Jul 2010
BMT, on 25 July 2010 - 09:41 PM, said:
The areas are quite open, are you planning on putting more cover around the capture points? You'll probably need to add quite a few more routes to help with replayability, it seems a little small at the moment. Good to see some community members already working on maps though, keep working at it .gif)
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yes I have planned filling the place out a little more, even make it a little asymmetrical, This was created in just under 3 hours, (and I had no idea what my map should look like back then.)
Twitwi
05 Aug 2010
BMT
06 Aug 2010
Do you have the plans drawn out? It might help to draw it out or have a version of the topdown image of it in photoshop, to sketch out what parts to change. You should look at the layout of the map and think of what the GM would do and what the rebels would do and change the map to affect how they would confront eachother. In short, plan out some rough ideas for cover?
Twitwi
07 Aug 2010
BMT, on 06 August 2010 - 08:28 PM, said:
Do you have the plans drawn out? It might help to draw it out or have a version of the top-down image of it in photoshop, to sketch out what parts to change. You should look at the layout of the map and think of what the GM would do and what the rebels would do and change the map to affect how they would confront each other. In short, plan out some rough ideas for cover?
I never draw my maps down, because I always get the proportion (<- that word i can only say right, properly spelled wrong) wrong.
The way i do things is start with a box, but stuff in it, when it's filled, expand. (or like i did here start by making something, then realize what it can be used for,
then do a half assed job, and improve later)
23-down
26 Aug 2010
I like the fact of recapturing things hopefully it will be possible to accomplish that..
From the layout as it is now there wont be much strategic aspects in it however.
So keep working on it.
From the layout as it is now there wont be much strategic aspects in it however.
So keep working on it.