DM-Outback (Map) Sugestions now open

Check out Death Warrant's Invasion Server
Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

Ok, so first of all don't get confused because I posted an Outback map before, but it was for Onslaught.
This is the first time I'm posting Outback for DM-Invasion.

So now, onto what's important.

1- Download this map
2- Play it
3- Come up with ideas and sugestions to what you want to see in this map.

I already changed everything necessary to use this map for DM-Invasion, and added a few extra items.
But the map is boring the way it is, and it needs more.

That's when you come in.
Give your ideas, etc... but please try to keep within the theme.
Anything that works... whatever.

I will take everything into consideration.
Afterall, I'm [s]making[/s] Editing the map for everyone to enjoy, so take part.
Last edited by Nelsoncarmo26 on Sat Jan 30, 2010 3:32 pm, edited 1 time in total.
[glow=red]Website[/glow] - [glow=red]ModDB[/glow]
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

I looked at this map on my own (didn't look at this with the group).

All I know is that you'll need to chop the map by about 99% its size. It doesn't even look like you did anything to it but remove vehicles, add player starts, and placed teleporters at both ends.

Look, I'm really serious when I say when the maps are too big. Specially when monsters come into play, you'll kill my computer. If you're thinking about converting an assault map or an ONS map to invasion, you really have to pick one section and make that your inv map (not the entire thing).
Some examples:
DM-AlienOutpost from ONS-Aliens2
DM-RedBluff from ONS-RedBluff
DM-AdaraCore from ONS-Adara
DM-AdaraDam from ONS-Adara

Next time you play these maps, check out their scaling. Then play the ONS versions and notice how much was reduced to make it playable for INV.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

I had an idea for this map, but want to hear your oppinion first.

Now that I read what you think, I can proceed with the idea.

I'm going to make two versions of this map.

1- The brewery
I will take everything else out unecessary, and just leave the brewary and a little bit of the outside.
place blocking volumes around the playable area.

2- The pub
Again, will take evrything else out, and just leave the pub and a little of the outside.

What do you think...
Think it's worth it, or just scrap this?
[glow=red]Website[/glow] - [glow=red]ModDB[/glow]
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

The brewery sounds more interesting than the pub. You could probably edit the rooftop too so there could be some Z-action through windows and on the roofs.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

Right... scrap Pub, and do Brewary.

It's going to be interesting editing this one.

What do you sugest for the rooftop?
Just place player starts, and path nodes in there?

I think I will place some jump pads leading to the roofs, to encourage players to go in there.
Perhaps place some pick ups up there for the same purpose.
[glow=red]Website[/glow] - [glow=red]ModDB[/glow]
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

I would recommend flattening it out (but leaving a few windows). It's going to be a pain jumping up to the next ledge the moment you land.

By the way, since it's going to be flat, you now have room to place some easy decorations. Have some vents, smoke pillars, stuff you see on Mirror's Edge, etc... :P
You're the mapper though, you got to find the creativity to decorate it ;)

Jump pads doesn't seem like a bad idea. Just be sure you don't place it in the middle of the battlefield so people won't jump on it accidentally.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

Right, right...
As soon as underworld, submerged, and time travel have been aproved, I will start on this project.
[glow=red]Website[/glow] - [glow=red]ModDB[/glow]
Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

Ok, since you guys haven't replied to any of my other 3 maps yet... I made a few changes to this map.

See what you think...

It's not finished yet, but since this map is an edit from a default map, I will consider everyone's oppinion...
I have no personal attachments to this map, since is a default, so anything you want in it, I will do it... as long as it's under my capability that is.

Anything you like.


Changes so far:
>Deleted everything, except for the brewery and a little of the outside
>Placed a blocking volume and a message: you can't go beyond this point, to restrict playable area, and so people don't go venturing in the map where there is nothing there to see anyway.
>Reviwed weapon lockers, and balanced weapons, including locations.
>Cut down on pickups, since there were too many.
>Placed a smoke emitter on the chamines
>Created some safe spots with the stacked beer packs, since monsters will spawn just about anywhere.
>Created a shed on roof, and a walkway made of planks o'wood.
>Remade the pathnodes paths
>Plus a couple of other minor changes.

I want you!
...and that means everyone, to download this map, test it, and tell me what you want in it and I will do it.

NOTE:
Every single player on DW has their oppinion about a perfect map.
Well, this is your chance of contrubuting in making a perfect map.
Like I stated, anything you want.

Download here:
http://www.filefront.com/15462517/DM-Ou ... rewery.zip
[glow=red]Website[/glow] - [glow=red]ModDB[/glow]
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Nelsoncarmo26 wrote:>Created a shed on roof, and a walkway made of planks o'wood.
A walkway of planks sounds a bit too difficult to get to the roof. Specially when the monsters will make the players jump, and seekers grabbing you constantly, I don't think it'll be worth the effort to get to the roof. I would recommend jump pad(s).
Nelsoncarmo26 wrote:NOTE:
Every single player on DW has their oppinion about a perfect map.
Well, this is your chance of contrubuting in making a perfect map.
It's impossible to reach anywhere near perfect. Everyone's ideal map differs from person-to-person, and even that, every person's ideal map differs by the day.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

Indeed Ant,
But we can always try, can't we?

So, if you think one single plank of wood wont be enough, I will place more, and make more room to run about.
I will also place jump pads around so you can easily jump onto the roof.

If you or anyone else have any ideas they want for this map, please feel free to mention, and I shall make it.
[glow=red]Website[/glow] - [glow=red]ModDB[/glow]
Post Reply