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Author Topic: Map suggestions  (Read 62203 times)
cowz with gunz
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« Reply #15 on: December 10, 2009, 10:17:58 PM »

A main plaza would be pretty cool, but first things first. (I ain't commanding you to do this but here's my ideas) Take the marines and set them on the out skirts of town, like a slum or hoodlum part of town. When you're making the slum/ bad part of town area make some buildings that are broken down or have fire on them, make multiple sound areas like a warfare is going on. Second, make a bridge or heavy fortified area that the marines have to cross to get to the other side (why did the marine cross the road? to get to the other side, HUR HUR HUR.) If you're gonna make the bridge, make a couple places where the nid's can come around on the other side so they can flank the marines, not just a dead on assault cause if the marines have 3 heavy's.... If you are making the fortified area then make it an outpost where the marines can enable a spawn point there (or in the bridge area also). Make the outpost have fire around it and smoke, but heres the fun part, if you're an "EXTREME" mapper make the floor fall apart and here's part of the tunnels, now now I know what you're thinking this is the part where the marines get into the "lair" but not yet. Make a small maze of tunnels leading to a dead end, but the marines climb up this ladder and find them selves and a burning building, they have only a limited amount of time before the building falls apart on them and they all die ( If making the building fall apart is too hard, then don't do it, make the screen go black and say "The space marines have failed, restarting map) they have to get to the top of the building and cross by the roof tops then they find another building and go down it and enter the main plaza triggering another spawn point area. The plaza should be made up of some fashion stores, or food stores, think of you're typical outside mall area, what stores does it have, what kind of buildings or fountains does it have. After you map out the rest of the part of the plaza, then comes a building that is broken down and the marines have to go into its basement and there's is the tunnels. Or you can map the tunnel area part some where else like at the plaza.
Have fun mapping!
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Typheron
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« Reply #16 on: December 11, 2009, 12:03:36 AM »

http://i99.photobucket.com/albums/l320/typheron/RS2-Exterminus/Mappage/city_block0000.jpg
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cowz with gunz
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« Reply #17 on: December 15, 2009, 02:58:18 AM »

*Gasp!* Did you build that for us?, thanks if you did Shocked !
But if you got it from a different map or something, poo on you :C   
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Typheron
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« Reply #18 on: December 15, 2009, 06:01:52 PM »

its already built and just happened to fit your description, theres even a square in the middle of the map
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cowz with gunz
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« Reply #19 on: December 16, 2009, 01:09:36 AM »

da** I really though there wasn't one, but oh well, target can still work on it if he wants.  Cry  Huh?  Angry
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TarGET
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« Reply #20 on: December 16, 2009, 09:23:33 AM »

Yeah, well they probably don't have tunnels. Or any of my other ideas that are kept until release of the map... Wink
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« Reply #21 on: January 08, 2010, 09:02:12 PM »

Breaking News! Stop press! I've finally configured the mod and the SDK works! It's a marvelous wonder given to us by the Emperor! I can barely write for I shake with happiness! No, seriously, I just simply found a tut...http://www.editlife.net/tutorial.php?tutid=55. It's pretty useful for noobs like me and I hope that other users are encouraged to help this mod. I'm sorry I've been no use to you guys 'till now but it shall all change! I promise my free time will be dedicated to this mod, and my maps.
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Battle Brother Arius
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« Reply #22 on: January 09, 2010, 03:03:14 PM »

Your faith in the Emperor has blessed you!  Make your prayers of thanks at once!

Aside from that, I look forward to some awesome maps off of you!  Grin
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cowz with gunz
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« Reply #23 on: January 10, 2010, 05:45:34 PM »

Thats how I configured. the map help link I gave you a while ago target, but good job though.
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cowz with gunz
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« Reply #24 on: January 15, 2010, 03:28:33 AM »

Hey got a new one, but I think Ima map this one out.

Winter Train Factory, ex_Factory

I got this idea from reading some of the 40k table top games (you can find useful information and images in there for mapping!)  Basically the tyranids start outside where it is snowing, the space marines start across from them, but there's some pipes and rail road and other stuff separating them. The tranids push forward trying to kill the space marines, the marines fall back inside the building and kill some more of the tranids, they have to wait for the train to start up after that. Once the train is started up they escape on the train because they're s way too many tranids chasing them.
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TarGET
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« Reply #25 on: January 15, 2010, 05:50:12 PM »

Nice! Sounds like a real tabletop mission!
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Battle Brother Arius
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« Reply #26 on: January 16, 2010, 01:21:49 AM »

I'm somewhat a fan of static defence and fortress warfare.  Coincidentally this is almost always the way the Imperium fights Tyranids on the ground when they have the luxury of choosing their battlefield.  So, how do you guys like the idea of an Imperial Bastion that the Ultramarines must defend and the Tyranids seek to breach?  You could have several points to most advantageously assault the rampart from, with different traits.  Such as a quick route, with the disadvantage of it being easily defended.  A long route with plenty of cover on the way, but the longer route means the more time for the Ultramarines to shoot, a secret path that can be discovered and leads into some kind of basement, etc.

-

Woah, I got so hyped that I went away and made a map and then came back to find this unfinished post!  Convenient eh?  Cheesy

So, here is my very rudimentary Paint diagram and I shall explain it!  Hopefully it catches the attention of one of you glorious mappers!


Bigger

Okay, first the basics!

Grey: Walls and inaccessible/impassible areas.
Light Grey: Ground floor accessible areas.
Dark Grey: Raised areas, presumably battlement defensive position.  Also stairs.
Dark green: Gates!
Light Green: Accessible areas.
Black: Bottomless pit of doom.
Brown: Ridges, mountains, any impassable terrain obstacles .
Blue Cross: Ultramarine spawn point.
Blue Dots: Just points showing where they would defend from on the battlements above.
Red Cross: Yeah, you got it, Tyranid spawn point.

Now on to the points!

A:  Ultramarine spawn point.  This could possible be a Thunderhawk landing pad or gateway leading from somewhere.  Anything plausible.  I personally like the landing pad idea.  Those grey walls you see around it don't necessarily have to be high walls, they can simply be stonecrete defensive barricades.  The point is, if the Space Marines are pushed back, that is their last stand point.  I'm not sure how the game mechanics work, but presumably if the Tyranids are within the spawn area for an extended duration of time they win.

B:  Front gate set into the wall.  I know that in hammer you can make breakable objects.  If the door were to be custom made it could be done so to withstand a certain amount of punishment before breaking.  Smaller defensive positions could be placed behind the gate, in the archway under the wall.  On top of the gate would be the fortifications where the brave Ultramarines would rain explosive bolts down upon the xenos foes besieging them.

C: Can you decipher those bizarre shapes? Stairs, aye, stairs.

D: Defensive position number two!  The battlement space would be considerably smaller, but offer a more advantageous firing position on any who seek to batter down the gate.  The gate could be made to endure less punishment than the main one for balancing issues.

E: The chamber that the second gate leads into.  This space could serve as a rallying point for Tyranids before they break through another gate which leads into the main fortress area.  Small fortifications, like barricades, could be placed around that gate to offer the Ultramarines another chance to repel the foul Xenos as they seek to infest the bastion proper.

F: This is where the close quarter, desperate combat kicks in.  That area of grey squiggles represents a destroyed area of the bastion, a maze of crumbling walls and easy ambush spots around each corner.  If the Tyranids fight their way through the ruins they will find themselves bereft of incoming fire from high up, as this gate has no battlement platform for the Ultramarines to fire from.

G: A simple terrain obstacle to distinguish between different assault routes, this could make a nice gorge of unfathomable proportions!

H:  At last, the spawning point of the ravenous Tyranids.  As this won't be an area that will see any fighting, as the Ultramarines have no purpose going there, it can be a simple work of aesthetic taste.  You know, that wonderful fauna the Tyranids tend to mutate.  It should lead clearly to the three paths however, unless you wish to keep the route that leads to E a secret to be discovered, in which case you would have to make the entrance to the route hidden.

Things to consider:
-Balance: If done wrong, this could swing horribly either way.  The fort can't be too easy to hold, or too easy to breach.  It has to be done so that victory hinges on player skill.
-Conditions of Victory: How does either side triumph?  Perhaps the Tyranids have to breach the spawning point of the Space Marines while they have to hold the fort for so long?
-Cover:  The placing of cover and fortifications is somewhat vital on this map.  Depending where you place it, it can swing the usability of the paths.  Will you put plenty of cover on the way to the main gate, or leave it with none and place it along the secret path?


So, sorry to bury you with those details!  What do you think?  Any takers?
« Last Edit: January 16, 2010, 01:24:29 AM by Battle Brother Arius » Logged

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cowz with gunz
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« Reply #27 on: January 16, 2010, 03:12:15 AM »

That looks pretty decent, I haven't started yet because my computer has low graphics every time it wants to load up hammer so I haven't had time to work... Making ideas up here in the posts is easy for me, but then when I want to make em they just don't come to me :C
« Last Edit: January 17, 2010, 05:52:23 PM by cowz with gunz » Logged


Typheron
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« Reply #28 on: January 16, 2010, 03:33:41 AM »

If you build it, they will come...
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TarGET
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« Reply #29 on: January 16, 2010, 11:28:00 AM »

Have any of you been pirating my computer or my brain? I was building a "surprise" first map that looks almost identical to that bunker map! My own map, however, instead of your G, has a river. Oh, and the nids can break through the roof of the bunker as well as from the side. But thanks so much for that diagram!
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