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Cyris
post May 5 2006, 07:01 PM
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I have recently started work on a new map called bg signal. I have tried to make the flag setup in this map one that is non linear. I haven't been working too much on it so this is an early version i just wanted to get some feedback on the general layout of the map before i proceed any thurther with making it.

You might be wondering about the name. It is called bg_signal because it is based around a signal tower that i found a picture (below) a had to use in a map.
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map pics:
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any crits and comments are welcome

This post has been edited by Cyris: May 5 2006, 07:10 PM
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PostalDude
post May 5 2006, 07:20 PM
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I can just see bodies raining down from that tower... looks promising.


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gRanTeLbArT
post May 5 2006, 07:54 PM
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yeah I agree it looks quite interesting
might be a good map for clan matches (because it appears to be quite a small map which is good)


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Monkwarrior
post May 5 2006, 08:01 PM
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Way too many flags at a first glance.
Are all these maps cappable at the same time ?
If so a mapwin seems very unlikely.
Nevertheless: promising grin.gif

Some advice: never place flags too close to the spawnpoints: they are uncappable.

Monk.

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gRanTeLbArT
post May 5 2006, 08:42 PM
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QUOTE(Monkwarrior @ May 5 2006, 10:01 PM)
Way too many flags at a first glance.
Are all these maps cappable at the same time ?
If so a mapwin seems very unlikely.
Nevertheless: promising  grin.gif

Some advice: never place flags too close to the spawnpoints: they are uncappable.

Monk.
[snapback]20140[/snapback]



no, it might actually work that way. how long is it from one spawn point to a flag? ultimately, it also depends on the player count on the server: on a 32 player server the first flag is really impossible to cap when its too close, especially when the teams respawn timer is low and its very easy to spot all enemies that are on the way to that flag at one glance


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Monkwarrior
post May 5 2006, 09:03 PM
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IMO this layout won't work on a large nor on small server.
On a large server the first 2 flags are too close to spawn.
On a small server the players will all be at different flags or travelling between them => very dull gameplay IMO.

Monk.
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jackx
post May 5 2006, 09:05 PM
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We get signal!


6 flags is a bit much, considering most matches are 6vs6 at most... I'd say cut it down to 4, and get them away from the spawns. Also, change the layout so that there are blocking positions which allow you to control access to more than 1 flag, but are not at the flags themselves (and not at the enemy spawn exit either...


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Goatblower
post May 5 2006, 09:45 PM
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Why not just make it one flag with either a fairly long cap time or an assault map with one team defending. All the game winning action is going to revolve around the tower so make it the focus from the start.

Just my opinion on what looks a really promising map

Goatee
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gRanTeLbArT
post May 5 2006, 09:57 PM
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I see only 5 flags and 2 dots marking the teams spawn points ohmy.gif
oh. its in one ingame screenshot. dump them and it might be fine if you also take out another flag so its 4
edit2:
one flag is at the tower, one is at a tree, one is at a house, and two are just in the nowhere? you should keep the one in the bottom left corner but kill the other one inbetween that and the tower. there you go. just a sidepath left of what was a flag. tactical importance still remains the same, but winning becomes easier

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Quintes
post May 5 2006, 10:12 PM
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Looks nice... i agree it has to many flags, goatblowers idea is quite interesting .. might wanna try it..

Although it looks very promising it is kind of boring (in texture) might wanna use multiple texture blends... like mud on the ground near the house, or maybe some more models.. small bushes or so.. (Just sugguestions) dont kill me ^.^

I like it.. cant wait till it gets ingame ^.^ (Nice tower)

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jackx
post May 5 2006, 10:58 PM
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There's already a few attack/defend maps being made... try them.
As for dull game - you should load up bg 1.2.1, and play a 4vs4 or 5vs5 match on bg_newengland...
BG2 has enough small "instant action" maps already, leave some room for tactical play, please.

Also, simply increase the size of the map by 25%. It'd be nice to have the old (and authentic) atmosphere of seeing your enemy well before you can engage them back somewhat...

(Saratoga shows this very well... watching the enemy advance for a good few seconds before you can open fire is so much more intense than just nailing them when they round a corner 10-15m in front of you)


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3DDEATH
post May 6 2006, 03:57 AM
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QUOTE(jackx @ May 5 2006, 10:58 PM)
There's already a few attack/defend maps being made... try them.
As for dull game - you should load up bg 1.2.1, and play a 4vs4 or 5vs5 match on bg_newengland...
BG2 has enough small "instant action" maps already, leave some room for tactical play, please.

Also, simply increase the size of the map by 25%. It'd be nice to have the old (and authentic) atmosphere of seeing your enemy well before you can engage them back somewhat...

(Saratoga shows this very well... watching the enemy advance for a good few seconds before you can open fire is so much more intense than just nailing them when they round a corner 10-15m in front of you)
[snapback]20147[/snapback]



That brings me to one point. The war was fought mostly if not 90% on a open Battlefield, and these small point blank and urban warefare maps are ok BUT Battlefield is the key word here. When BG2 came out,Koth and a narrow ambush and a castle map was the player choice. Now we got all these easy maps of warefare of battles in urban cities. Come on mappers lets get back to the basics. Saratoga is the best map of the times by far, if someone can make a hl1 1.2.1 battlefield map it will be the best map of choice.New maps always attract the new players to BG but I believe 1.2.1 still have the most creative mind maps that will ever strike this small community. I love all new maps because it gives all some hope on whats to come. Players will either play it for awhile or they wont. Bg_battlefield is still the best map overall.Bg_Signal will be great for awhile, then it wont. Look at Cs how many maps are out here. No offence to the great mappers but you got to think of a bunkerhill, snowlake, or a good Fort map that the community will always play. I will always put your new maps on as a way to search for the perfect map. Just keep them coming.


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QUOTE (gRanTeLbArT @ Aug 25 2007, 02:47 PM) *
I will tell you what I think, this is horrible. Like all the other remakes of BG1 maps. There is a reason why we do not do that in any form. Do not bother to remake old bg1 maps. BG1 was a totally different game as draco pointed out and the maps are not going to work out on BG2.






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Flask
post May 6 2006, 04:53 AM
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Looks cool, Cyris. smile.gif

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Cyris
post May 6 2006, 07:20 AM
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I agree 3DDeath but making wide open maps is a real hassel as they are quite hard to optimise.

And Quintes, they are just base textures while i set up the basic layout of the map.

Also i have taken into account the size issues and am going to reduce the map to 5 flags
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Cyris
post May 6 2006, 07:30 AM
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actually after alot of thought i think i might make this map into a british assult map where the british have to take the tower. I will make sure to include a few paths but all linking to some larger killing fields. Also i will try to take into account all suggestions that have been made here.
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gRanTeLbArT
post May 6 2006, 07:40 AM
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QUOTE(Cyris @ May 6 2006, 09:20 AM)
I agree 3DDeath but making wide open maps is a real hassel as they are quite hard to optimise.

[snapback]20152[/snapback]



not for me, I simply forget half of the eyecandy I wanted to bring in there, and it runs smoothly even for me xD

This post has been edited by gRanTeLbArT: May 6 2006, 07:40 AM


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Quintes
post May 6 2006, 07:57 AM
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Ram1 and i are making bg_battlefield... patience :happy:
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Schatzmeister
post May 6 2006, 08:00 AM
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Would love to see the map with a 3d skybox...
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Cyris
post May 6 2006, 09:45 AM
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I have made a slightly new layout to fit in with it being an assult map. The brits will now have to cap 3 points, one is gun powder, one is cannon balls, and one is the cannon. Once they have done this it will blow down some fortifacations to allow acess to the tower.
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Quintes
post May 6 2006, 10:17 AM
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Nice ^.^, buttah.. No more house >.<!? I loved that house sad.gif!!

(But where do the americans spawn.. ) ?!!!

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Woohoo
post May 6 2006, 10:23 AM
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That looks like a cool layout smile.gif
You could try to add like a road though , make a blend for the grass with some dirt and put some depth in the displacement. Would add some variation.
Keep up the good work :happy:

Grtz;YeeHaa
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Cyris
post May 6 2006, 10:29 AM
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the house will be added back in, took it out while i was rescaling. The american spawn is still to be decided. as there is a big wood fortifaction going up inforont of the tower i cant decide where to put the spawn, inside or outside?
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tomdon
post May 6 2006, 11:00 AM
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You can only have two material blends per displacment segment.
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jackx
post May 6 2006, 11:24 AM
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gg another dull assault map...

And for the "open" battlefields - yes and no. We need trees, brushes, shrub and other stuff on them, and realistic terrain (this isn't the russian steppes, and therefore not flat as a pancake), somewhat like Saratoga (which is still too flat and too open, but then, getting more than single-digit fps is quite nice, too ;))


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Cyris
post May 6 2006, 11:51 AM
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assult maps arnt dull, they encourage templay as to get to the last flag to win you have to get the other 3 first.
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