Could you give opinions on my map plans?


OrbMonky
06-29-2003, 03:52 PM
I've got some maps i'm planning to get made for my mod, and they are pretty similair (in most ways) to many dod maps, I was hoping for some suggestions as to potential tactical problems and things that would muck up gameplay, first here's some basics of my mod

It's based in japan about 1603, it has 3 classes, Ninja, Samurai, and Conscript. Each class is useful, conscript is like the balance between a ninja and a samurai, not as good at the trade as those two but capable in both of their realms. This is primarily a melee mod with some bows and thrown weapons, although they've been designed to be effective, they'll be largely inefficient for main combat, it's designed to encourage players to shoot one shot and then charge with a weapon. Basically there's three things to keep in mind, Samurais are best for defense, Ninjas are best for infiltration and harassment, and Conscripts are suited for frontal attacking.

Here's one map i've got planned that's very DoD esque
http://www.clanorb.com/forums/album_page.php?pic_id=268
(that should work if it doesn't copy/paste into your explorer bar)

LARGE think caen size only a little larger.
Here's the skinny on the colors and symbols, the penants (triangle shaped flags) are the objectives, each team tries to take them all. The middle flags are special, they have a capture area (think plaza on anzio) and take two men to secure, they ALSO provide advanced spawn points (that's the gold and yellow areas) for each team. The way it works is, one flag helps your team, the other flag cuts off the enemy team and vice versa for the other team. The white and light grey areas are just visual stuff like snowslides and avalanches have occured there respectively. The green path is ninja accesable only (it'll be too high of a jump for anyone else) to give them extra mobility and advantage in this basically frontal assault map where everyone's facing front (ninjas are disadvantaged in frontal combat) The orange things are caves for hiding (they'll be pitch black so you can't see in, but the light allows you to see out) and the brown square is a hut. The purple lined paths are spawn protected areas (basically you'll hear an arrow sound and be dead if you enter the opposing team's spawn protected area, like in DoD maps) That's basically it, the only other thing is the advanced spawns bwlong to the team whose normal spawn they are closest to. Any ideas about placement? Tactics flaws? Will certain areas be invincible if guarded by one or two samurais or something? Any help would be appreciated, since this map is dod like i figured it would be best here.

http://www.clanorb.com/forums/album_page.php?pic_id=265

SMALL (anzio sized)
This map is less DoD like, it's a king of the hill map, where each team rushes headlong to the center to try and take the village and hold it the longest. The light green is rice patties visually (can't be entered due to dikes) and the dark green is bamboo forest visually (also can't be entered) so you have to use the paths to navigate through those areas. The purple lines are the same as in the mountain map, the river is neat, the light blue areas are safely crossed, but if you venture into the darker blue areas you get bit by a snake and die after 5 seconds (no actual snake jsut a hiss and bite sound, meant to keep enemy soldiers from sitting below the bridge picking off people in the spawn with a bow) the center flag is a 2 man area capture. The white things are a village wall with open doors, the brown thigns are houses and things, the biggest one is a granary, 2nd biggest is the village hall, 3rd largest is the village leader's house, everything else is a small hut or animal pen. Any tactical flaws on this map? would there be any easy chokepoints i need to knock out? Etc. Etc. UPDATE: Updated version has been changed to bolster spawn protection to further weed out spawn killing, by moving spawns and placing obstacles to prevent being shot when spawning. Spawn protection area is also increased.

Also, what do you think of the aesthetics? could i do more or less of this or that? do the houses need to be moved? any opinions?

TheNomad
06-29-2003, 04:34 PM
The Idea for this mod seems very nice, be sure to tell us the website when its finished. The first map seems a bit to big, but it may work, village is proberly a better idea, its a good concept.

OrbMonky
06-29-2003, 04:49 PM
yes, the size of the first one concerns me too, If the advance spawns don't work well I'll shorten the map length and eliminate the need for them. Thanks for the input :) and yes i'll definitely put a link if the mods will let me when i'm ready to release the beta.

06-29-2003, 08:06 PM
the second layout seemed to have sniper view from one base to the other, that would worry me.

TheNomad
06-29-2003, 08:37 PM
Originally posted by Angry Beaver
the second layout seemed to have sniper view from one base to the other, that would worry me.

y is that, he said each person would only have 1 or 2 throwing stars or arrows for a bow, not much.

OrbMonky
06-29-2003, 10:06 PM
they have nowhere near that much range , they gotta arc it and everything so that's not a problem (plus there's no zoom)

However, on the chance that someone may get something down or bows turn out different, i've made adjustments that should be satisfactory.

06-30-2003, 12:42 AM
You might have a problem with r_speeds in the first one, and the pic to the second one is broken. But for a ninja mod, I think that it would be awesome to sneak around. Great idea for a mod too. You got me all excited about it now for some reason

TheNomad
06-30-2003, 08:51 AM
Originally posted by Winnebago
You got me all excited about it now for some reason

Yea me 2 :)

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