raw layout, need ideas.
http://s95107232.onlinehome.us/raw.jpg
so this is the basic layout i'm going with. the top piece in dark gray will be a plaza where the main flag will be.
what i need is locations for other 2 or possible 4 flags. i want most of the action to occur up on the plaza.
the white stuff is dead ends, the two dots are the spawns, and the white flag is the MAIN thing of the map.
so! shoot me some ideas. thanks.
ps: the theme will be kept secret :P
also, if i get lots of people telling me that because the two spawns aren't on opposite sides of the plaza... i think i'll forget the whole idea of having them side by side.
Neutrino
04-25-2006, 07:10 PM
Originally posted by zsec
also, if i get lots of people telling me that because the two spawns aren't on opposite sides of the plaza... i think i'll forget the whole idea of having them side by side.
people will avoid the flags and just go after the spawns to get the kills. if you can see inside one spawn into the other, which is not good. a very simple layout, but no offense, i dont think it will work. but dont let that stop you. however, if you go forward with this, you will need to change the position of the spawns. or block the path that joins them together.
Originally posted by Neutrino
people will avoid the flags and just go after the spawns to get the kills. if you can see inside one spawn into the other, which is not good. a very simple layout, but no offense, i dont think it will work. but dont let that stop you. however, if you go forward with this, you will need to change the position of the spawns. or block the path that joins them together.
yeah that's what i was afraid of, avoiding the main flag :/
trueblue
04-25-2006, 08:03 PM
If you disconnect the paths connecting the spawns then yeah that'll solve the problem... and then the layout is almost like dod_switch from dod 1.3! Perhaps you can get some ideas from that.
well.. that original layout was no good. the whole point of the map is the plaza and it would be easily avoided. so i came up with this one based on switch (thanks blue)
http://s95107232.onlinehome.us/raw2.jpg
post your ideas.
Ca-Chicken-Soup
04-25-2006, 09:07 PM
Looks good, kinda reminds me of Cean :D
In my opinion, a flag visible from spawn exit encourages spawn camping. ;)
Originally posted by Rolk
In my opinion, a flag visible from spawn exit encourages spawn camping. ;)
what can i do about the 2 flags? move it closer to spawn down the spawn road, or near the 2 alley entrances?
otF yetihw
04-25-2006, 10:48 PM
Yeah Id put them closer to the alleys like this:
http://img132.imageshack.us/img132/7441/raw24gm.jpg
Actually that could really create some good manic gameplay with both teams coming out of the alleys
excellent, thanks. i'll leave this thread up for another day just so i can get a solid layout before i start on it.
also. i will need something in the center of the plaza, something big enough to block the view from the opposite entrance streets. it will also be where the center flag will be.
maybe a building, not sure.. could use some ideas for that too.
summit
04-26-2006, 12:32 AM
Gigantic statue/fountain?
Sorry but I don't think this will create a "good" gameplay, mainly because you have a long long long "tunnel" across your map.
This is just a sniping range waiting to happen... It needs more routes. Even if you plan on blocking the view, it's going to be a sniping range nonetheless, but itll be a more "if you move away from behind that crate you'll get scoped by 2 snipers and 5 riflement" :rolleyes: I'd add a very zig-zaggy underground/sewer route to counter that.
modifiedgaming.net
04-26-2006, 10:55 AM
Originally posted by Dash
Sorry but I don't think this will create a "good" gameplay, mainly because you have a long long long "tunnel" across your map.
This is just a sniping range waiting to happen... It needs more routes. Even if you plan on blocking the view, it's going to be a sniping range nonetheless, but itll be a more "if you move away from behind that crate you'll get scoped by 2 snipers and 5 riflement" :rolleyes: I'd add a very zig-zaggy underground/sewer route to counter that.
IMO zigzaggin a map just encourages camping. "oh wow, he was waiting for me around the corner with an mg" :rolleyes:
making straightaways allows for great firefights.
Ca-Chicken-Soup
04-26-2006, 02:29 PM
Originally posted by modifiedgaming.net
IMO zigzaggin a map just encourages camping. "oh wow, he was waiting for me around the corner with an mg" :rolleyes:
making straightaways allows for great firefights.
I'd like to follow this yet another debate of camping by saying that DoD is not CS, only in CS is camping a real issue since there are no respawns. In DoD 'camping' is completly legit; simply respawn then throw a grenade.
End of camping debate before any flaming beings ;)
I belive Dash is correct in saying that that long path will cause problems, a sniper or mg can cover all 3 flags at once, it would be best to shift the side entrances to the middle area in opposiate directions so that players cannot see all 3 flags at once; will help optimization issues too.
keep the input coming guys.
so something like this?
http://s95107232.onlinehome.us/raw3.jpg
Ca-Chicken-Soup
04-27-2006, 02:23 AM
Yeah that's better, maybe move the secondary entrances to the mid section closer to the middle, so that they don't exit so close to the main paths.
Also think about where the players will want to walk within the centre, a plain square feild is quite boring and prone to sniper/mg fest as we're always trying to avoid.. Perhaps something large in the middle, like a building to protect; auctualy that'd be quite fun, the middle flag inside the building with a large open-ish area all the way around it..
Side note: Why doesn't these forums let me say open-ish without the "-" ?
*Edit* oohhh I get it, its got a flange in the middle. How rude.
Element Zeero
04-27-2006, 07:45 PM
Here's my suggestion:
http://img217.imageshack.us/img217/872/maplayoutcopy9mb.jpg (http://imageshack.us)
I would make the Main Path a direct path, and make the secondary paths through buildings, going through obstacles and different buidings levels, and going out to the plaza through doors.
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