dimanche 19 juillet 2015

Two map modifications Im working on, PUSH and HOLDOUT

First off: I haven't done mapping since I recreated a half dozen rooms in my house in UT99, so I'm not really ready to make my own maps yet. So I thought about what I could do to the original maps.

I came up with two ideas: PUSH and HOLDOUT.

PUSH would essentially cut off access-ways and turn the map into one long looping corridor/tunnel. The idea came to me from camping the Snow Cats on Outpost. A lot of the positions players camp are ones with two-way lines of sight and travel. So what if I tightened up the two open areas of Outpost, the Courtyard and and Snow Cats area, and put a little extra ammo around. I'm thinking it would be a bit of stop-n-go, with players being able to stay grouped better, and a player with low ammo prompting group movement, not with communication but simply because as the group tries to stay together, generally, the following end tightens up to keep enemies from spawning between them, or at least stay within range of the Medic, who for obvious reasons would be best suited in the middle of the line.
Constant group movement would be a more feasible strategy on harder difficulties, with some players pushing forward to clear the way and pick up ammo while others slow down advancing enemies from the rear. Player position between front/rear is a organically changing combination of Perk type and need: low on ammo? Push forward and pick up a couple crates. Fully loaded? Get to the rear and slow enemies down with grenades and paced shots.
A lot of theory but based on what how I see players behave in linear camping spot.

The idea for HOLDOUT is the exact opposite of PUSH. To me it's sort of a general observation that each Trader location is meant to be a defensible area, like an arena, with players moving from arena to arena within the map. The problem is, that players typically always choose the same arena on the map, and ignore the others.
That gets boring, as that essentially means with 1 primary areas on the map, an entire large map has it's play area reduced to a very small space, repeated in that one same spot, forever.
So in HOLDOUT, the map is modified to remove that option. From one original map, many HOLDOUT maps could be made. For each one, delete all but one of the Trader locations, move the player spawn there, and "fence in" the arena so players can't get out but monsters can get in.

So that's what I'm experimenting with right now, instead of trying to create my own maps, I'm trying to get more utility out of the existing maps.

Truthfully, I'd rather be playing than mapping, although there is sort of kick I get out of it. But I was playing Burning Paris, camping Eiffel tower spot for the hundredth time, where I just sort of sighed and typed quit in the console halfway through the match.

No idea how long this will take, or if TW will allow links to maps that use original game content (no idea how games reference static meshes, etc) but I think what I'll do is just work on the maps until I catch up with what they've released, work on the new maps as they release them, and then after I've modified the last maps they publish release them all at once. Or maybe just once I've caught up to what they have released after the next update.


Two map modifications Im working on, PUSH and HOLDOUT

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