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| UT2004 Towns http://www.runestorm.com/forums/viewtopic.php?f=69&t=74660 |
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| Author: | OCAdam [ Wed Jun 18, 2008 1:36 pm ] |
| Post subject: | UT2004 Towns |
I have this idea for an Onslaught map that takes up pretty much all of UEd's limits (that's maybe about 20 miles square!), and I've started on it also. Problem is... I need towns and stuff to fill up certain areas of the level. I'm going to need some help to get a lot of different towns... if you can help me out, then I can add your name to the author list when it's all put together. So far, I am making red base like an Egyptian stone place, and plan to try making blue base a metal structure (like a metal tower skeleton (not walled, just the platforms and beams)). However, I need to have about 16 other small places. You can design them in any style, as long as they are not high-detail, since I'd rather keep the map's file size under 50MB. Town list: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. Red: Egyptian Block Town Blue: Metal Tower Skeleton I'll fill in each town in their style and who did them here to let people know how many towns are alreay being done, if anyone even wants to help. |
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| Author: | Kaboodles [ Wed Jun 18, 2008 2:03 pm ] |
| Post subject: | Re: UT2004 Towns |
A 20-square mile map with 16 power nodes (I'm assuming one node per town) is going to be far too large for 32 people. It could work for a giant-mech or tank combat game, but not UT2004. Of course, you could always just give each side a ton of vehicles, so I dunno. Also, why do you want "theme" towns? |
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| Author: | OCAdam [ Wed Jun 18, 2008 2:07 pm ] |
| Post subject: | Re: UT2004 Towns |
I've planned that the towns aren't exactly needed. In fact, I think the only use for a town is to take it over so you can have a closer spawn to the other base. However, you are always connected to the other Powercore by default so it won't be a long battle to see who can get to a town first and then just hope they aren't killed. Simply put, long range things are the key to winning. I suggest using an SPMA (or in BW, the HAMR). Theme towns are just so they don't all look the same. Do you really wanna go through the same town 16 times? |
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| Author: | Kaboodles [ Wed Jun 18, 2008 2:26 pm ] |
| Post subject: | Re: UT2004 Towns |
Oh man. I can see the node link maps getting very messy here. You can make the "towns" unique while adhering to a single theme. Each "town" can have its own special landmark that differentiates it from the rest. Say, one town could have a police station, providing a large amount of armor pickups and weapons. Another could have a military base or armory, storing tanks, heavy weapons, and a Leviathan. One has the local hospital, with a large amount small and medium health pickups, adrenaline, and the only big healths in the game. You could put a car dealership in another, with a bunch of the smaller vehicles. One town could have a large building containing the node, so it can only be captured by infantry. Also, I'm against the idea of just directly linking the power cores to each other. It would require constant defense of the core, and make the towns a sideshow. |
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| Author: | OCAdam [ Wed Jun 18, 2008 3:13 pm ] |
| Post subject: | Re: UT2004 Towns |
Kaboodles wrote: Oh man. I can see the node link maps getting very messy here. You can make the "towns" unique while adhering to a single theme. Each "town" can have its own special landmark that differentiates it from the rest. Say, one town could have a police station, providing a large amount of armor pickups and weapons. Another could have a military base or armory, storing tanks, heavy weapons, and a Leviathan. One has the local hospital, with a large amount small and medium health pickups, adrenaline, and the only big healths in the game. You could put a car dealership in another, with a bunch of the smaller vehicles. One town could have a large building containing the node, so it can only be captured by infantry. Also, I'm against the idea of just directly linking the power cores to each other. It would require constant defense of the core, and make the towns a sideshow. Hmm.... that can work too...that can be an interesting idea. However, how can I make the places not completely obvious of what they are while making them all different... that's a trick to do. I've almost got Red base done ATM. |
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| Author: | Kaboodles [ Wed Jun 18, 2008 3:51 pm ] |
| Post subject: | Re: UT2004 Towns |
OCAdam wrote: However, how can I make the places not completely obvious of what they are while making them all different... I don't understand this sentence. You want them to be different, but you don't want people to easily tell them apart? |
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| Author: | OCAdam [ Wed Jun 18, 2008 3:54 pm ] |
| Post subject: | Re: UT2004 Towns |
Yeah, exactly. People should explore the towns to see what they really are, and then be able to use them to their advantage as they learn the terrain better. |
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| Author: | SHAD0Wdump [ Wed Jun 18, 2008 4:42 pm ] |
| Post subject: | Re: UT2004 Towns |
This might work well with the XS stuff those guys are doing. |
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| Author: | Kaboodles [ Thu Jun 19, 2008 5:55 pm ] |
| Post subject: | Re: UT2004 Towns |
Some secrets here and there would be nice, but there's really no time for exploration in an Onslaught game. |
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| Author: | OCAdam [ Thu Jun 19, 2008 6:14 pm ] |
| Post subject: | Re: UT2004 Towns |
Hey, think about it this way, if you need to defend quick, there's suicide! Especially if it's the final core you are defending. At least you will be able to spawn there... |
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| Author: | Bulska [ Tue Aug 05, 2008 1:48 pm ] |
| Post subject: | Re: UT2004 Towns |
I can help ![]() If so, might I use the map for KIlling Floor? |
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| Author: | deadly_game [ Sat Aug 09, 2008 6:04 am ] |
| Post subject: | Re: UT2004 Towns |
sorry, id help, but im in the middle of two maps, a subway station, and another based on the place Mothman was first seen, the TNT area |
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| Author: | OCAdam [ Tue Aug 12, 2008 1:09 pm ] |
| Post subject: | Re: UT2004 Towns |
Bulska wrote: I can help ![]() If so, might I use the map for KIlling Floor? You know, as a KF map, it's probably require vehicles to even get around quickly! But... then you can just do the cheap vehicle tactics... Glad to see some people would like to help when they get a chance! This map is just so big... It's on the side for me though, what with BKF.
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