With cordite in the air, splintered steel, shell casings and powder burns, there’s only one explanation...
For all you mappers out there!

Moderators: Joe Kari, Pardner, TheDoctor, Breli

Good br map?

Postby MsH » Sat Sep 25, 2010 10:35 am

I want to do good br map, but i need your comments of my project.

What you do think about this map? What you like the map's size?
Is it good br map?

http://img545.imageshack.us/f/brmapplan.png/

If you guys like this, i will try to make one! :P

EDIT - Greenlines are the roads..
User avatar
MsH
Gunslinger
 
Posts: 154
Joined: Sun Jun 06, 2010 8:44 pm



Postby Juaro Juarez » Sat Sep 25, 2010 12:11 pm

In my opinion it would be a more cool dm map :D
Cause as i see that, you'd need 2 ( ? ) robber/defender spawns?
-nox-Juaro-

Admin on Jeuxlinux.
User avatar
Juaro Juarez
Jeuxlinux Admin
 
Posts: 108
Joined: Mon Jun 29, 2009 6:16 pm



Postby ^SDE^Evans » Sat Sep 25, 2010 1:55 pm

WOWwwwwwwwww
Desperados: Dead Or Alive [demo map]
I love desperados.... xD

good idea :)
but I think the other should be in gold CHURCH ....

I always thought about getting some maps of the Wild West desperados and make maps like them to more SG ... I'm lazy to learn to create maps: P

I found your good idea ... more MSH would be a lengthy project :) and maybe too big
User avatar
^SDE^Evans
Shootist
 
Posts: 75
Joined: Sat Jun 05, 2010 2:24 pm
Location: Brazil



Postby MsH » Sat Sep 25, 2010 2:04 pm

Yeah.. You're lazy to learn, I'm lazy to mapping with radiant.. :|

And i don't need 2 spawns for robbers/defenders?

(I love Desperados too. :D)
User avatar
MsH
Gunslinger
 
Posts: 154
Joined: Sun Jun 06, 2010 8:44 pm



Postby ^SDE^Evans » Sun Sep 26, 2010 3:27 am

Image

I think so would be better :)
User avatar
^SDE^Evans
Shootist
 
Posts: 75
Joined: Sat Jun 05, 2010 2:24 pm
Location: Brazil



Postby kaiyouw » Sun Sep 26, 2010 3:29 am

Yeah, that would be a nice map!
Try reading this post, mate:
viewtopic.php?t=2214
User avatar
kaiyouw
Gunslinger
 
Posts: 118
Joined: Thu Jul 08, 2010 7:43 am



Postby Lon' » Sun Sep 26, 2010 5:32 am

this desperado map in smokin guns game it would be greatt!!!!!!!
someone should try make it....
User avatar
Lon'
Gunslinger
 
Posts: 201
Joined: Tue Jul 28, 2009 4:41 am
Location: Brazil - BA



Postby MsH » Sun Sep 26, 2010 12:46 pm

Evans, your idea is good.. I think its hard to rob money to canyon, because there is many places for campers, but it's not impossible...

What you guys think about this idea... Defenders starts at Sheriff Office...
Which place is better for robbers spawn? 1 or 2? And which is the best place for second moneyback, 1 or 2?

Image
User avatar
MsH
Gunslinger
 
Posts: 154
Joined: Sun Jun 06, 2010 8:44 pm



Postby Bodie » Sun Sep 26, 2010 10:03 pm

My observation as admin and player and admin for all those years is that if you want to make a really popular map you should avoid it being cramped too much.

Allow multiple paths to go for both golds - but keep the map fairly small and streets wide and with longer open sections allowing for mid-range combat like Santa Cruz, Durango, Alamo or Mexico - maps that are played the most.

If you go fancy or big - your map might be cute and amazing - but it will be quickly voted away by players who typically prefer playing more straight-forward venues.
SG names: Bodie (aka mS // Donnie).
Admin on Jeuxlinux, RAWHIDE, #sg.wars and some other servers.
User avatar
Bodie
Jeuxlinux Admin
 
Posts: 633
Joined: Thu Mar 26, 2009 7:59 pm



Postby kaiyouw » Sun Sep 26, 2010 10:44 pm

Yeah, I totally agree with Donnie.
If you want to make a master piece to the eyes, be aware that your map wont be played very much. The smaller maps are the most played, cause when you die you dont have to wait much til next round, and the gameplay is more dynamic, more fun. In my oppinion, that map in particular have too many buildings, and too many ways/paths. Also, a large number of buildings that you can get inside stimulates camping, I think 2 or 3 is a good number (take Santa Cruz for example, you can get inside the church, the salloon and the cantina, and thats it). Try to make a map where the players are stimulated to move, like Durango for example.
User avatar
kaiyouw
Gunslinger
 
Posts: 118
Joined: Thu Jul 08, 2010 7:43 am



Postby LuckyGenDago » Tue Sep 28, 2010 12:03 am

shader with or without the dry river?
and mark the building who shoult be able to enter in.

Thanks
[IngameName] mS.Dago
TS Admin
Image
LuckyGenDago
Gunslinger
 
Posts: 139
Joined: Fri Apr 10, 2009 1:05 am



Postby ReD NeCKersoN » Tue Sep 28, 2010 1:46 am

Unless you are very skilled & imaginative when it comes to optimizations, a map design like this in SG would probably have very low frame rates.
Just my opinion.
Image
User avatar
ReD NeCKersoN
SG Team
 
Posts: 3245
Joined: Wed Mar 27, 2002 6:22 am
Location: VA, USA



Postby steve » Wed Sep 29, 2010 2:07 am

Indeed, until a more effective VBO method is implemented into the renderer (I'm hanging out for the next Warsow/QFusion release to see how they have done it) maps like that will not be able to be realized very efficiently without serious sacrifices in visual quality.
User avatar
steve
Pistolero
 
Posts: 42
Joined: Fri Oct 05, 2007 1:30 am
Location: Nelson, New Zealand



Postby LuckyGenDago » Wed Sep 29, 2010 7:21 pm

I am thinking to do it in th dm dry style
Frames are good there.
[IngameName] mS.Dago
TS Admin
Image
LuckyGenDago
Gunslinger
 
Posts: 139
Joined: Fri Apr 10, 2009 1:05 am



Postby dbozan99 » Thu Sep 30, 2010 8:35 am

FYI you don't HAVE to have all of the robbers spawn in the same area, you could have spawn points in both 1 and 2, although I think just #2 would be better because it's about equal to the 2 "banks."

except I think Evans' layout is probably the best (except move the robber spawn to the sheriffs office)
User avatar
dbozan99
Pistolero
 
Posts: 43
Joined: Thu Jan 22, 2009 5:14 am



Next

Return to Level Editing

Show Sidebar
Show Sidebar

User Control Panel

cron