Tips on how to make your map more exciting. Please add yours.


09-08-2003, 02:17 PM
Figured this is a good idea since I really have found that it is the goodies that make a map more involving. Granted, you need the r_speeds to be able to add a lot of this stuff, but if you do things right they make maps far more intense. Here's some things I like to use to add flair, please add your ideas as well.

1. Use func_breakables on walls, buildings, terrain etc. with health of around 100-1500 so that things blow up as combat takes place. Naturally putting them in high combat areas makes them more likely to be noticed.

2. Customize sounds so that when things happen the sounds back up what you are seeing. Example, if a wall explodes and part of it colapses to the ground be sure to have sounds backing it up. A classic example of how a sound makes the map memorable and more immersive would be the bell in the tower on Anzio.

3. Add in scripted sequences. For example, the Axis just stormed the bridge and captured the flag. So maybe that calls in an airstrike on the forward position. A plane soon flies overhead and drops a bomb doing damage to all in the area of the strike. Campagne does something very much like this.

4. Add details to spawns to make them feel like they are real and not just a box the team starts in. Maps, radio equipment, vehicles they came in by etc.

Monk

TheNomad
09-08-2003, 02:24 PM
good thread.

I agree, add lots of brake-able things, and have furniture, exploding barrels, and sound and lighting is very important for atmosphere.

divisionazul
09-08-2003, 03:23 PM
I usually add lots of details, especially in the spawn, itīs were u can get higher r_speeds.

The use of realism is great always:

-For example, in streets, make them more street than it is really but blocked to make the player turn to get another street, u can see this in caen and merderet (adds a little of realism)

-When i put lights, i often make cables to make it like itīs really a light. Cables inside a house from the swicht to the bulb make it look better..

-Of course the use of mapmodels is a great option :P

-Particle shooter is useful to make realistic chimneys...

-A passby plane always get u afraid...

Plato
09-08-2003, 03:36 PM
Originally posted by divisionazul
I usually add lots of details, especially in the spawn, itīs were u can get higher r_speeds.

Not really, the player models are pretty high poly for the engine so the model polys are being renderded on ushally about 10 other players so adding map detail just means more rendering of world polys. So, its not a good idea to have high detail spawn pushing around 800+ r_speeds just like its not good to be pushing 800+ r_speeds in a combat are of a map, it slows some computers down (including mine)

-iNw-Andy
09-08-2003, 04:14 PM
How about user interaction like being able to launch things...

Just a glimpse of what's in store for Campagne.

09-08-2003, 04:31 PM
also don't hjave "redundant" routes, sure a back route you can flank on is great. but if you play test it, inform everyone of it and no-one uses it, then its wastefull.

Mystic Cobra
09-08-2003, 04:40 PM
Can you add break-able walls to certain rooms that are near say both teams spawns, and they would be sort of like ammo dumps? say that..your an allie rifleman, near the axis spawn, with a satchel charge...say you blow up a near by building where it was reported that axis kept ammo for their troops or something...say you blow that wall...and you can get ammo for weapons, also pistols too...because i dont know how many times ive used up all my pistol mags and had no rifle ammo :) Or something with that idea? lol

09-08-2003, 04:45 PM
heres the problem you can't drop your pistol so you can't pick up another. unless you want disarming of everything?

but the ammo dump idea is good, but you'd have to watch gameplay badly

Mystic Cobra
09-08-2003, 05:24 PM
Hmm. Well ya thats the problem pistols cant be dropped..but to get around that can pistol ammo be spawned on the map? in designated areas?

marianopicco
09-08-2003, 09:21 PM
Explosions always cause some adrenaline rush. I had some ideas about a falling telephone pole damaging a roof, using a func_door,lots of breakables and a multimanager. :D
Exploding tanks, barrels, cars !! whooooo
:P

PMonkey
09-09-2003, 12:52 AM
Originally posted by divisionazul
-A passby plane always get u afraid...

can some one please tell me how to do that?

Whiskas
09-09-2003, 03:59 PM
I put a model of a cat in the middle of high action areas and whenever it gets shot it goes meow and shoots out 100 gibs into the air.

2ltben
09-09-2003, 05:19 PM
1. Going a bit overboard with breakables will send your map to hell, I say wait for 2.0, as it's part of the source engine.

2. If can be done, but for some reason :mad: people just don't ask the sound forums.

3. Good idea, but it would actually take work to get it right. You can't have a real model or sprite, as it would lag the map to hell with the moving object.

4. Good idea, and it's being done, but too much is bad. I like how Day of Days has it.

Oh, and Whiskas, I'm doing something similar in my railgun map, shoot the hopping rarbit a cow bomb drops from the sky and explodes into a bunch of rabbit and t-bone steak gibs. It's just gonna take a while to program in.
*edit*
One thing I've been dying to try out is having two breakaway wooden floors, which lead to the player dropping onto a bunch of explosives, which sets them off, which blows up a hole into a sewer. Then the player can get a mortar and a grappling hook to a certain area(sort of like the pak, but with the gun as well) and shoot up a rope. I'm afraid it'll kill the fps though:(

Sly Assassin
09-09-2003, 05:21 PM
my addition to this thread,

New objectives to make your map more "standoutish" eg, cutting phone wires, like on dod_champange. Try to think out of the square when designing your map/s. Don't just have the usual capture flags, destroy 88's etc.
Come up with something new and your map with stand out from the hundreds of others that are all similar.

Also things like fireable 88's or other type of artillery will make your map stand out from the pack.

Meh thats my 2cents for the moment.

Kehldon
09-10-2003, 12:20 AM
Originally posted by Sly Assassin
New objectives to make your map more "standoutish" eg, cutting phone wires, like on dod_champange. Try to think out of the square when designing your map/s. Don't just have the usual capture flags, destroy 88's etc.


My guess is that 80% all maps played atm are capture the flag maps. Objectives maps are mostly played a short while when they are new...

Sly Assassin
09-10-2003, 03:50 PM
Originally posted by Kehldon
My guess is that 80% all maps played atm are capture the flag maps. Objectives maps are mostly played a short while when they are new...

Agreed there, I mean look at the offical map cycle at the moment,

Flag based maps: Caen, Avalanche, Kalt, Chemille, Donner, Flash, Forest, Merdert, Vicenza, Anzio

Objective based maps: Jagd, Charlie, Glider, Kraftstoff

Mmmmmm 10 v 4 to flag based maps. I'd love to see it at an even stage where its a 1:1 ratio in flag vs objective based maps. But I know that will take forever to happen or not at all. :(

Howitzer
09-10-2003, 05:55 PM
Originally posted by Sly Assassin
Agreed there, I mean look at the offical map cycle at the moment,

Flag based maps: Caen, Avalanche, Kalt, Chemille, Donner, Flash, Forest, Merdert, Vicenza, Anzio

Objective based maps: Jagd, Charlie, Glider, Kraftstoff

Mmmmmm 10 v 4 to flag based maps. I'd love to see it at an even stage where its a 1:1 ratio in flag vs objective based maps. But I know that will take forever to happen or not at all. :(

Flag: Caen, Avalanche, Kalt, Chemille, Donner, Flash, Forest, Meredret, Anzio

Objective: Jagd, Charlie, Glider, Kraftsoff, Zalec, Vicenza

9 to 6~ 3 to 2 ratio of ctf maps to objective maps

NC17
09-10-2003, 06:12 PM
One thing i cant stand about dod maps is everyone makes doors automaticly open and close, all mappers should practice making doors that are use only and toglable

This adds realism and a small element to gameplay

Besides the fact that automatic doors get stuck all the time and are out dated

Sly Assassin
09-10-2003, 06:15 PM
Originally posted by Howitzer
Flag: Caen, Avalanche, Kalt, Chemille, Donner, Flash, Forest, Meredret, Anzio

Objective: Jagd, Charlie, Glider, Kraftsoff, Zalec, Vicenza

9 to 6~ 3 to 2 ratio of ctf maps to objective maps

whoops my bad :( to early in the morning here for me :(

@ NC17 I also agree with the door thing, if a door is opened, either it should be closed by you or left open.

NC17
09-10-2003, 06:21 PM
Originally posted by Sly Assassin
whoops my bad :( to early in the morning here for me :(

@ NC17 I also agree with the door thing, if a door is opened, either it should be closed by you or left open.

Yea, the automatic doors were made manditory by the dod team for all the noobs that will play the game once they buy it from retail, but we dont want anyone playing dod that cant figure out how to open and close a door . . .

I put automatic doors in the same catagory as autoreload, maybe in the future thye can at least make automatic doors a clientside option so noobs can make doors automaticly open when they touch them . . .

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