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Neon_Knight
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« on: October 21, 2012, 06:53:10 PM »

I know there's DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Map_ideas]a page in the wiki for this, but I think it could work better if I open a thread here. Tongue

Give ideas, not just "do a competitive map", give concepts, inspiration stuff like images, videos, mentions to other levels from other games which can serve as inspiration, etc.
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« Reply #1 on: October 31, 2012, 12:28:57 PM »

A ecovillage like map:
Pics:
http://www.ecobob.co.nz/_ImgUser/1/1776.jpg
http://www.indymedia.org.uk/images/2007/04/367810.jpg
http://picturesfrombulgaria.com/images/previews/eco-village-lesten.jpg
http://www.greendiary.com/wp-content/uploads/2012/07/pembrokeshire-eco-village-2_VDO2o_11446.jpg
http://earthbagbuilding.files.wordpress.com/2011/07/giah-eco_village001.jpg
http://www.onecommunityranch.com/Eco-Village_files/shapeimage_1.png
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« Reply #2 on: October 31, 2012, 12:38:25 PM »

A 'ancient egypt' map:
http://www.love-egypt.com/images/sennefertomb.jpg
http://www.amillionlives.net/wp-content/uploads/2011/06/Ancient-Egyptian-Art.jpg
http://www.experience-ancient-egypt.com/images/ancient-egyptian-art.jpg
http://okolo.org/wp-content/uploads/2011/02/Edfu.jpeg
http://upload.wikimedia.org/wikipedia/commons/thumb/3/3d/Tomb_of_Nakht_%282%29.jpg/170px-Tomb_of_Nakht_%282%29.jpg
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« Reply #3 on: October 31, 2012, 12:44:49 PM »

Pos-apocalipse like map:
http://1.bp.blogspot.com/_OM5AFsn2jFY/S_6wGDworaI/AAAAAAAAARA/ujw_2XqxGog/s1600/7275destruida.jpg
http://imguol.com/2012/05/29/29mai2012---homem-observa-predio-em-ruinas-na-cidade-de-camposanto-no-norte-da-italia-a-regiao-foi-atingida-nesta-terca-feira-pelo-segundo-terremoto-em-menos-de-dez-dias-1338310871140_956x500.jpg
http://1.bp.blogspot.com/-9t-U7F8ondA/Ta25asqrxbI/AAAAAAAAAFc/w5UJYbSdDG8/s1600/neo_ruins_3.jpg
http://profeciaonline.zip.net/images/ruina.jpg
http://p2.trrsf.com.br/image/fget/cf/619/464/img.terra.com.br/i/2011/10/21/2075818-4354-rec.JPG
http://www.politicalivre.com.br/wp-content/uploads/2011/08/ru%C3%ADnas_cidade_hist%C3%B3rica_02Bernardo-Almeida.jpg
http://imguol.com/2012/10/17/17out2012---pessoas-caminham-sobre-as-ruinas-de-predio-bombardeado-pela-forca-aerea-siria-na-cidade-de-maaret-al-numan-no-noroeste-do-pais-regiao-sob-controle-do-exercito-rebelde-os-rebeldes-1350502750833_1920x1080.jpg
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Bane
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« Reply #4 on: November 01, 2012, 06:40:46 AM »

Map Title the ship

How about a big space ship map? I think this would be something cool and different. It would be set up like this inside it would like kind of like the space ship the Aliens invaded in the Aliens movies and a teleported where it would transport you on the outside on the top where you could fight. The skybox for this would be a the zooming type stars and planet you see when spaceships jump to warp speed.
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Bane
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« Reply #5 on: November 01, 2012, 06:42:25 AM »

Map title: The Smelting Factory

Another idea I have is a smelting factory type map is a smelting factory where the huge bucket filled with molting melt would activity be pouring it's load into molds going down a conveyer belt also below the bucket room there would be a type of boiler system.
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Bane
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« Reply #6 on: November 01, 2012, 06:43:53 AM »


A junkyard theme map would also be cool In the center you could have the huge car crusher and an long conveyer belt with old rut\sty cars on it. The horrible smashing sound the car crusher makes would be heard thought the yard it make as linked in this video:  http://www.youtube.com/watch?v=FqT2uOa1-d0&feature=related (try to ingore the signing cars and focus on the crusher and the conveyer belt) Also As a little something extra maybe have a few Skelebots broken into pieces on the belt
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Neon_Knight
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« Reply #7 on: November 01, 2012, 07:01:54 AM »

Map title: The Smelting Factory

Another idea I have is a smelting factory type map is a smelting factory where the huge bucket filled with molting melt would activity be pouring it's load into molds going down a conveyer belt also below the bucket room there would be a type of boiler system.
Kind of UT2004's DM-Metallurgy?
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« Reply #8 on: November 01, 2012, 06:53:09 PM »

Well Neon_Knight I didn't even know about that map never played unreal tournament Also if I suggest anything that looks like a copy of something else I really don't mean too.
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Neon_Knight
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« Reply #9 on: November 01, 2012, 06:54:51 PM »

No problem, as mentioned above, mentions to other maps are valid as well.
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Gig
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« Reply #10 on: November 02, 2012, 02:01:38 AM »

Map Title the ship

How about a big space ship map? I think this would be something cool and different. It would be set up like this inside it would like kind of like the space ship the Aliens invaded in the Aliens movies and a teleported where it would transport you on the outside on the top where you could fight. The skybox for this would be a the zooming type stars and planet you see when spaceships jump to warp speed.
A spaceship map where you get lower gravity when outside the ship? It reminds me the "Hyperblast" map of the first Unreal Tournament. http://www.youtube.com/watch?v=Iv0I5jYHwkU Nice (it was not the only UT map with the double gravity, IIRC there where also one with a small space base inside an ansteroid... while in the inside, you had standard gravity, ad outside you had lower gravity). But I fear q3/oa does not allow to set different gravity in different parts of a single map, due to the fact I don't remember Q3 maps with that.

Anyway, if you want to try a "space ship" map for Q3, you can download Akom10_XP "experienced trap": https://www.box.com/s/602c5e472df7b12b8dfc (some screenshots: http://akom74.forumattivo.com/t36-akom10_xp-experianced-trap).
It has got also a CTF variant, Akom10_CTF "double trap": https://www.box.com/s/04019f90a0418cdf834b (some screenshots: http://akom74.forumattivo.com/t81-akom10-ctf-double-trap)
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« Reply #11 on: November 02, 2012, 07:48:25 AM »

I thought a resort pool would make a decent CTF map. It'd work similar to a void since it'd be on a highrise building and the flag bases would have some protection (umbrellas). Jump pads would be done to make it across a dividing pool (though the pool could have goodies like armor)

However if I designed it, it'll end up being too 'classic TF styled' (i.e. an armory with every weapon and triggerable traps)
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Dancar
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« Reply #12 on: November 03, 2012, 09:14:20 AM »

Some are visual suggestions other conceptual suggestions, I don't know if they can be done or if they're fun, just "brainstorming":


1) Ancient Mars map:

a red desert/canyon with black obelisks/monoliths.


2) Arcane void:

like Arcane Sanctuary in Diablo 2 Act 2, with floating but static squared platforms, stairs and lonely archways (maybe with moving stars in the sky).


2) Q2 space ship:

something like Quake 2 secret level with Hover boss, but less dark.


4) UT Deck 16 and Facing Worlds:

something like those maps but with a more "shining" look (like q3dm12).


5) Full organic map:

organic walls, floors, fluids and jump pads.


6) Kids castle:

a big castle made of colored blocks (like Lego or Tetris).


7) Vertigo map:

a big rectangular shaft with triangle platforms in the corners on different levels, each one with a jump pad to reach one above. Void on the bottom.


-8) Static Water:

a map, maybe a space lab, with some rooms filled of static water. You can enter into water from doorways then you must swim toward a window, doorway or shaft to exit water.


9) Bounce Mess:

a void map with a grid of small squared platforms, all on same level, every one has four jump pads (one for every side) and some in the middle a pickup item.


10) Emmenthal (swiss cheese) map:

rooms have high walls with round holes on different levels, to move into different rooms you must use jump pads to jump through holes.


11) Eternal movement:

a sort of chessboard, white squares go up, blacks go down, when they reach bottom or top limit, they pop up on the other side and squeeze player. Each one moves on different time. Maybe more squares for the same column (of movement).


12) Ice caves:

ice tunnels, holes, caves, some pools... visual suggestion.

 
13) Open canals or closed canals map:

like sewers of Vivec city in Morrowind or open canals like those of Venice.
 

14) Front towers:

two big towers united by small catwalks on different levels over void.


15) Ruins:

broken walls, stairs, statues  ecc. (no post-apo) with fog floating just above the ground for atmosphere and moon in the sky.
Alternative: broken museum with famous paintings on walls.


16) Pirate islands:

sunny blue sea with small islands. Jump pads or swimming to reach different islands. Main island has a small waterfall and a cave. Inside the cave a cross on the ground (Dig here) and some good pickup item on it.


18) Garden map:

a map with bushes/flowers (textures) walls, stone squares, small canals...



19) A step pyramid map:
 
made of metal or stone blocks and on top a portal for every "step" of the pyramid,
each step has jump pads to go up.


20) Empty gravity:

a map with a big empty area with no gravity, you spawn in small rooms with gravity, from  them you can ONLY go into the no-gravity area by portals. If you want to go from one room to another you must pass the no-g. area. (instead of no-gravity, maybe jetpacks)

 
21) Old West duel map:

a ruined old west movie set (with fake walls) in a wind blowing desert.


22) Futuristic west map:

Instead of an old-west town made of wood, one made of circuits textures, metals plates, screen, lights and so on.


23) Idraulic map:

green "wind" tubes, blue sky, red platforms, colored blocks (turtle shells?).


24) Painting map:

textures looks like made of oil paint (Van Gogh, I suggest) or water colors... visual suggestion.


25) Stonehenge map:

like the famous site, maybe bigger, with portals inside the stones to reach the top of the
horizontal ones and jumpads on these (maybe you can merge this with n.1).


26) Pinball map:

pillars (like Xaero map), jumpads, shaders lines, screens, maybe inclined floors/platforms. Like you're inside a big pinball field. (This is insane, I know).


27) Spiral or Dna spirals:

a big angular spiral of steps or two crossing spirals in the void.


28) Space system:

a central static platform with other platforms floating around, some clockwise other not. Jump pad, portals, some pillars and so on...


29) Greek theater duel map:

made of stone, metal, whatever.


30) Jail map

stairs, stone platforms and rooms with bars on walls and roof. Empty space in the center with void on bottom, or a portal for the top. Something like "Relativity" illustration by Escher.


31) Trench map:

trenches in the ground, smoking holes, bombing sounds, some bunkers


32) Glass castle:

a glass castle with water all around, like "Conan The Destroyer" movie.


33) To Valhalla (another void map with different clothes):

blue sky with white clouds and rainbows above platforms/stairs made of white/gold stones, harps sound. Maybe below a big portal to the top (if you fall, no matter where, you pop up on the top of the map).
  
  
  

  


 
« Last Edit: November 03, 2012, 09:36:51 AM by Dancar » Logged
Dancar
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« Reply #13 on: November 05, 2012, 02:01:18 PM »

I found this "Galaxy" map:

http://lvlworld.com/#c=m6&i=2223&d=18%20Oct%202012&m=All&p=review

I think is pretty "fresh" for Open/Quake Arena standards.

Personally I will remove the Space Invaders stuff and add the possibility to shoot
through orbits, but It's a nice idea, IMO.
« Last Edit: November 05, 2012, 02:03:51 PM by Dancar » Logged
Dancar
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« Reply #14 on: November 08, 2012, 02:58:17 PM »

One more, then stop. Or better, 4 more.

1. "Ancient floating ruins" from "Wild Blood" game. Pretty nice idea for a map.

2. From Mario. Good starting point for an "islands map", personally I'll put underwater pickup items and  jump pads to exit water.

3. Ship from artist Moebius. Really good design. Personally I'll make it a water ship with wind tunnels/holes below the ship that suck you inside the ship.

4 Again Moebius: angular rocks, floating cristals and strange plants. I think it's interesting and unusual.

P.S. everything IM(H)O
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Neon_Knight
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« Reply #15 on: November 08, 2012, 08:47:10 PM »

7) Vertigo map:

a big rectangular shaft with triangle platforms in the corners on different levels, each one with a jump pad to reach one above. Void on the bottom.
I've got to experiment with this. Sounds like a good idea for a fun map.
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Dancar
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« Reply #16 on: November 10, 2012, 07:00:44 AM »

7) Vertigo map:

a big rectangular shaft with triangle platforms in the corners on different levels, each one with a jump pad to reach one above. Void on the bottom.
I've got to experiment with this. Sounds like a good idea for a fun map.

thanks

I've this picture from Unreal, maybe can help for layout: it's too dark but i like the small lights
on borders.

P.S. hexgonal shaft has more corners than rectangular Wink


----------------------- end vertigo post ------------------------------------------------------

I've found this link: 10 Of The Most Influential FPS Multiplayer Maps Ever (and probably close to be the best maps ever):

http://www.g4tv.com/thefeed/blog/post/719258/10-of-the-most-influential-fps-multiplayer-maps-ever/

the list is this (for details look the link):

2fort – Quakeworld Team Fortress Mod
Facility – GoldenEye 007
Q2DM2 - Tokay’s Tower – Quake II
Raindance – Starsiege: Tribes
de_dust – Counter-Strike
Facing Worlds – Unreal Tournament
DM-Deck 16 – Unreal Tournament
Q3DM17 – The Longest Yard – Quake III Arena
Blood Gulch – Halo: Combat Evolved
Battlefield 1942 – Wake Island

« Last Edit: November 13, 2012, 02:27:38 PM by Dancar » Logged
Neon_Knight
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« Reply #17 on: November 10, 2012, 12:15:38 PM »

You have placed a huge spoiler there. Tongue

This reminds me that I haven't played any Unreal game in a long while...
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« Reply #18 on: November 12, 2012, 04:01:58 AM »

A big large post-apocalyptic urban scenario would be great (with a lot hiding places and stations for shoot, trenches and rooms in abandoned buildings).
I like also the idea of a map set in the ancient egypt, in a pyramid, with traps.
Also acient ruins (like a greek roman theater or the coliseum) and natural scenery (like mountains with firs,pines,rivers and similar things or deserts with large rocks and caves).

I love especially large maps military positions from which bombard the enemy with fire and where to use military tactics team.
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Dancar
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« Reply #19 on: November 13, 2012, 02:33:33 PM »

Let's assume that someone somewhere someday will try to make a "Facing Worlds"-like map. I have a collection of four towers.

1) This one is ridicolous but maybe is the best for gameplay: each platform can be good for sniping and close combat (instead of wires I will made the superior half-spheres of blue energy like the orbits of "Galaxy Map" above).

2) This is really cool, very futuristic, but a good piece of digital art. Give a look just for pleasure.

3) Maybe interesting, the last part with the four sticks.

4) A fantasy-medieval tower, simple but nice.
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« Reply #20 on: March 02, 2013, 06:49:09 AM »

http://lvlworld.com/media/id:2238

This map is so simple, so fresh, so awesome that's irritating.

pic below.
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Gig
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« Reply #21 on: March 02, 2013, 09:47:11 AM »

Nice map, but too "heavy", it does not give high framerates. Try opening it with devmap command, then use /r_showtris 1... it has got an impressive number of polygons...
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Neon_Knight
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« Reply #22 on: March 02, 2013, 11:29:55 AM »

There's a whole article about that map: http://lunaran.com/page.php?id=220
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« Reply #23 on: March 02, 2013, 12:44:43 PM »

Let's assume that someone somewhere someday will try to make a "Facing Worlds"-like map. I have a collection of four towers.

1) This one is ridicolous but maybe is the best for gameplay: each platform can be good for sniping and close combat (instead of wires I will made the superior half-spheres of blue energy like the orbits of "Galaxy Map" above).

2) This is really cool, very futuristic, but a good piecofdigital art. Give a look just for pleasure.

3) Maybe interesting, the last part with the four sticks
4) A fantasy-medieval tower, simple but nice.

In overall, a tower is a bad thing for the flow and gameplay of a map. There are exceptions on it like that OA Maop.
« Last Edit: March 02, 2013, 03:27:03 PM by Suicizer » Logged

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Neon_Knight
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« Reply #24 on: March 02, 2013, 02:59:07 PM »

Well... I have to agree.

Maps like CTF-Face or CTF-Hydro16 worked in Unreal Tournament because of the Translocator. It takes a VERY good sniper to take down a player constantly translocating to random places. However, even with the Grapple turned on, those kind of maps in OA would end in boring 0-1 (or worse, 45-min 0-0 overtimed) matches, unless very heavy sniping protection measures are taken.
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