What should I work on next?

Here's a specific forum for discussing potential maps, maps that need a vacation and optimizations and modifications for better playability.

What map should I work on next?

DM-BuildingAMap
0
No votes
DM-OceanFloor (Interior Only)
0
No votes
DM-OceanFloor (Sea Only)
0
No votes
DM-OceanFloor (Both)
1
6%
DM-Tranquility
1
6%
DM-FrozenTundra
0
No votes
DM-XenomorphCavern
1
6%
DM-TechTrainV2
2
11%
DM-IncredibleJourney
1
6%
DM-Civ-Forest
0
No votes
DM-Civ-MedievalCastle
3
17%
DM-Civ-Desert
0
No votes
DM-Civ-Snow
0
No votes
DM-Civ-SpaceStation
0
No votes
DM-Civ-LostIsland
0
No votes
DM-Civ-CyberSpace
2
11%
DM-Civ-SkyCity
0
No votes
ONS-UnrealEditor
2
11%
ONS-ArmageddonV2
0
No votes
ONS-DryStoneDesert
0
No votes
ONS-Atlantis
0
No votes
ONS-Downtown
2
11%
ONS-MountainDescend
0
No votes
ONS-GloriousCliffs
0
No votes
ONS-HyperSpeed
1
6%
ONS-Escort (Raptors Only)
1
6%
ONS-Escort (Spaceships included)
1
6%
ONS-Utopia
0
No votes
 
Total votes: 18
DW_Ant
DW Clan Member
Posts: 2670
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

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Map list from July 30, 2009
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  • Some Notes here
  • I will provide you at least two choices to choose from. Please be a bit diverse and pick one for Spam Vikings and the other for Monster Mash.
  • Some maps may have subcategories (like Civilization). I will total up all votes from the subcategories, and that'll determine the demand for that map.
  • The map titles are most likely to change.
  • The entire list is not guaranteed. Chances are that I will have a new list available after I've constructed four or five most popular maps that was voted.
MM Invasion Maps

Building a Map (or DM-SelfContruct): Early in the invasion, everyone will battle in a real basic boxy ol’ map. At first they may scoff at this basic map, but when time progress, they will find themselves fighting in a detailed map.
It’s basically a map that builds itself.
Gameplay: It should be medium sized regular Deathmatch style map. At first players will be restricted to the indoors, but eventually the outdoor portion will become available.

DM-OceanFloor: Gather your scuba and diving gear. You are about to venture into a deep frontier. This unique atmosphere provides players the queasy feeling of a watery grave.
Indoors Only: Players may be forced to stay inside, however the expanded base will provide many scenic views of the ocean floor. This may include glass tubes, giant domes, and cramped hallways.
Outdoors Only: This is recommended for explorers. A whole new surrounding area will be open for anyone to explore. The reason to forbid players from going inside the base is to make this much more difficult. It’ll force players to swim for their lives, and luci will have no choice but to spawn in water.
Note: If the monsters are going to spawn underwater, they will act like they are walking on land. This will leave players at a disadvantage because monsters can dodge, shoot, and move as if they were on land. At least players will be out of reach from raptors and shrikes.
Both: The smaller base and the swimming area is inspired by the UT classic Assault map AS-OceanFloor. This will provide players to choose whether to get their feet wet or keep their gunpowder dry.

DM-Tranquility: Enough of the brutal dark maps. Here, you may relax and enjoy nature at its finest. This map will live up to its name, and the birds will sing this, too. It’s best to keep the peace around here and protect this environment from the endless invasion of monsters.
Gameplay: Medium sized map. The lush forest may make it difficult to see monsters and dodge luci fire, but minor hiding spots will make this map possible to beat.

DM-FrozenTundra: This map will chill you to the bones. The blizzard iced up the ponds in no time. The ice caves may yet be your best shelter to survive the storm.
Gameplay: This small map has a few loops to run around in, but this will be very difficult to beat. The limited shelter will make low level players have a hard time to survive. Gather as a team, build a bonfire, and survive until Luci’s flames extinguished.

DM-XenomorphCavern: Once you play Flight, you may notice that the map is a prequel to the Xeno Facility map. One thing you may notice that two Xeno dropships had been released from the extraction point. This map will tie up the missing pieces as you take the perspective in what happened to that second ship.
A minor spoiler here: At the very beginning the players go through a crash into a cavern. Throughout the waves, the players are encouraged to progress further into the assault. The further you go, you may experience that this map ties in a lot with the previous Xenomorph Facility.
Gameplay: Due to the assault structure style map, this map may lack in gameplay, however the interesting encounters and unique events will make up for the missing gameplay.
Note: Due to complicated Xenomorph encounters, this map may consume some time to build.

DM-TechTrainV2: This map is inspired by Reload’s map, DM-TechTrain. Everyone is placed on a high-speed transport train. Unique environments will zap by, but monsters will stay close. Space is critical to hold, and everybody will be fighting for their lives to keep their footing in place.
Gameplay: This is a cramped map with no walls. You will fall off when you battle seekers outside, however some of the cars will be indoors for some shelter to survive in.

DM-IncredibleJourney: This is for the puzzle masters. This map will definitely encourage teamwork, communication, and logic. There will be a series of puzzles back to back. The tough part is that you cannot beat these puzzles by yourself. You’ll need to communicate with at least 5 dedicated players to solve the puzzles, and repetition cannot help. Some of the puzzles will have various initiations and solutions so it’ll be interesting to attempt them every time.
The downfall is that I cannot provide an award that’ll justify all of the work you’ll go through. I guess the best I can do is provide a neat show and a trophy. Be sure to take a screenshot of your crew to earn yourself bragging rights ;)
Gameplay: Obviously, the puzzle masters wouldn’t be fighting the monsters … much. Also I’m sure that not everyone wants to participate with the puzzles. There will be a battlefield for some normal combat for those who are thirsty for blood. The puzzles will simply branch off from the field.
Note: These puzzles are not the same trials you are familiar with. It’s not where you have to jump to platform to platform to reach the top, or locate some hidden items in a maze. It’s more like you got a series of movers positioned at random locations, and the players will have to work cooperatively to move the pieces in the right spots. Puzzles similar to that and some RPG knowledge may be needed (ie: knockback weapons will be helpful). I’ll stop here before I give out too many clues lol.

Civilization Maps: Reload and I were working on a map that’ll introduce a new style of mapping. Civilization is one of many maps that are yet to come. The idea is that the players, themselves, will build their base as the waves progress. Here, they are provided with many possible pieces. After each wave, they are able to construct a new piece. There will be more pieces than there are waves so each new set of games of Civilization will most likely be different from the previous games. Lets introduce the RPG style into the environments people and monsters fight in.
You may see that there are many options to choose from in Civ (Forest, Medieval Castle, Desert, Snow, Space Station, Lost Island, Cyber Space, and Sky City). These are the themes I have ideas for (how the field looks and how the base should be constructed).
Gameplay: The difficulty will vary based on what the player construct. The amount of materials will vary as well (ie: Adren spawns will not be available unless they build that station.) But the general layout will be that everyone starts off in an open field, and they will construct pieces or shelter to ease up on the difficulty.
Descriptions and a screenshot of each piece will be provided in map.
Note: I’ve tested my scripted triggers, and my tests did pass. I’m sure this idea is possible.



SV Onslaught Maps

ONS-UnrealEditor (name may be changed): This map is inspired by the CTF version of UnrealEd. The combatants will ruthlessly battle themselves in this anarchic environment, inside the Editor. As you may learn from the Angel Mapper, the Editor Has You.

ONS-ArmageddonV2: Armageddon is now introduced into Spam Vikings. Here, you may pull many evil tricks upon your opponents. Many triggerable traps may mercilessly annihilate your opposition. Make it rain meteors, Trap them in cages, or even destroy their own flooring where they’ll fall into a pit of lava. Be wary though. They may always do the same to you.
Note: This map branches from one of my old maps DM-Armageddon.

ONS-DryStoneDesert: This is the coldest desert you may see. Here, there are many sniper cliffs or potential dangers behind each stone. There’s no telling what’s ahead as things are only lit by the moonlight above. This really large map may seem peaceful at first, however this space may encourage you to let your guard down, which is a fatal flaw of many.
This map is recommended for hunters (those who like to stalk their enemy before they make the kill >:)

ONS-Atlantis: There is some fascination to combatants while fighting underwater. The battle for power over this city is too great for anyone to bypass. This underwater station fell victim to many endless battles and yet it still seems clean from blood. It could be the network of Warpzones that makes this place seem infinite to incautious warriors.
Note: This map branches off from one of my old maps, CTF-MiniCapV3.

ONS-Downtown: No doubt that these current wars will explain this mess. There is no other use for these skyscrapers other than to provide shelter for snipers and other soldiers. Downtown’s atmosphere is inspired by ONS-Urban, however there are many potential places you may wander into for sniping, side passages, and simply combating above the streets. The medium sized map will instigate more havoc to this once proud city.

ONS-MountainDescend: Reviving another map, Mountain Descend is an enormous jungle set on many cliffs and various elevations. This map is built for scattered battles. There are countless of sniper spots, defensive positions, and secret hidden areas. Travel on vehicle is highly recommended. To give you a general idea of the scale of the map, the CTF version took roughly 30 minutes to capture the enemy flag without translocator. This map is recommended for hunters, snipers, and explorers.

ONS-GloriousCliffs: A cousin from Mountain Descend, this map is jungle themed environment with steep cliffs and thick vegetation. It may only quarter size of Mountain Descend, but there is still plenty of space for concealed ambushes, or simply breathing time.

ONS-HyperSpeed (name will most likely change): Inspired by the UT classic assault map, AS-HiSpeed, this Onslaught version is an on foot battle with cores on both ends of the train. Very similar to DM-TechTrainV2, it’s easy to push someone off, but there are indoor battles for some close encounters.

ONS-Escort: Inspired by the unique ONS map, Air Mars, this map takes place out in the sky. This scenario is a large convoy with multiple large aircraft. This place will host the largest dogfights high above the clouds. This map is where you can prove your skill with the raptor. You may see that there are two options available to choose from Escort: Raptors only or Spaceships included. Raptors are self explanatory, but the spaceships will diversify the dogfights because there are a bit more vehicles participating in the endless air battle.

ONS-Utopia: Step forward into a futuristic city. This was the ideal vision of a city from many great engineers from yesterday. But today, this unique architecture and structure of this city will provide neat experiences to those whom dare to battle here.
Note: Due to the need of custom meshes and objects, this map may consume some time to construct.



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Map list from September 1, 2008
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Now that Xenomorph is near completion, I should start working on my next project. Since I have multiple ideas in what to work on, I think there should be a vote in what you guys wanna see next...

Map ideas

Building a Map- This lvl will start off very simple. Then as the waves progress, the level will grow & details will be applied. Textures, Static Meshes, & an outside will be additioned in the later waves. By the time it hits wave 16, the level should be a fully developed map.

Enigma Exterior- This is the outside version of Enigma. The exterior is very open with parameters away from battle. The difficulty should be greatly reduced from the interior since there will be trenches, cavern, & shelter within the bases. There will be a warpzone connecting the two bases for easy navigation. The outside is already built from my original CTF lvl, so this shouldn't take long to build.

Spaceship lvl- Space level with invisible bridges, many floors, & top of the roof simulates peaceful land as if you were walking on earth. A sci fi lvl :)

Snow lvl- Two bases are developed within a valley of snowy mountains. Between the bases is an open snowfield with minor shelter. There will be an underground transportation system (thinking of a monorail or shuttle tubes) that'll take players from either base. The basic layout of this level is already built so this shouldn't take long to build.

Underwater City- This base is a tight place to fight in, similar to Devil's Den's size. Multiple Warpzones will illude the lvl to be a giant labyrinth when players struggle to realize, that they're going in circles. Then there are multiple giant lifts that'll transport players up to the surface where a small oilrig sits in the middle of an ocean.

Face & Lava Giant- For the UT classic fans, this map will combine Facing Worlds & Lava Giant (FaceGiant) into one changeable setting. The lvl will originate in Lava Giant setting. Then halfway (about wave 8), the setting will change into Face Classic's setting (space & asteroids). The basic layouts are already set so this map should take long to build.

Flight- This map is set into a giant aircraft that flies through in a variety of environments. The Skybox will be beautiful & yet distractive lol. Players should stay in the middle of the ship if they want to avoid the view :P Open space fighting is available on the outside of the ship, while the interior of the ship yields up close fighting.

Sky Islands- Islands located sky high, where blinding clouds conceal the bottom. A network of bridges connects the islands to make every island possible to step on.

Sinking Island- One island remains standing in the middle of the lake. The problem is, the island is sinking. The cave will slowly flood as the waves progress. At wave 16, the island will be on the verge of a completely sunken rock.

All names aren't official, so if you have suggestions for the names, feel free to post them up :)

If I did the polls right, the voting should expire at the 24th of July.

Note: To keep the records, I will not delete the old lists ;)
Last edited by DW_Ant on Fri Jul 31, 2009 11:55 am, edited 7 times in total.
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}
NickyNick
Killer in Training
Posts: 46
Joined: Wed Jul 02, 2008 11:00 pm

How can you make a level change over time? Seems very hard to do/interesting!
Fook
DW_Ant
DW Clan Member
Posts: 2670
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

It's not too hard. I'm just going to assemble parts that'll be activated in each wave. I'm estimating that there will be only 20 movers concerning the transformation :)

It's definitely possible, since I did a couple test runs after thinking of this idea
Last edited by DW_Ant on Mon Jun 22, 2009 1:27 pm, edited 1 time in total.
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}
Reload
Killer in Training
Posts: 20
Joined: Fri Mar 21, 2008 11:00 pm

I think that your flight idea would be interesting. The enviroment would take its toll and set a good mood of play. It would be a totally new style of fighting instead of always fighting on ground, or in a building. Maybe a good skybox, and maybe ambient sound from the jets of the aircraft or somethong like that could be added.

I also want to say boss that your build map is similar to the one im making. Maybe you and me should see how these (build maps) run on the servers. These (build maps) are very different and i've never seen one yet. I am curous about how they will be.

So far i like your maps and im sure your next will be good.
superchav
1337 Haxor
Posts: 447
Joined: Thu Feb 14, 2008 12:00 am

/offtopic/ soz.. Reload!! where u bin man we were gonna work on that map togetha and u vanished :/
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DW_ACY
DW Clan Member
Posts: 860
Joined: Sat Jul 22, 2006 11:00 pm

NickyNick wrote:How can you make a level change over time? Seems very hard to do/interesting!
Old friend Monsto- came up with a lot of mapping ideas and he was kind enough to share them with the community mappers here awhile back. Wraith knows how to do what you think might be hard. It's not if you look at some of the maps we have on our server callled mover editions. Tictactoe is monstos first concept map of movement ideas which is what D2boss is goingto use to basically pull it off. Also take a look at SVA house and you will see the concept at work which is a map that Wrath made. :clown:
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No shame, no dishonor, will run away to fight another day!
ACY
NickyNick
Killer in Training
Posts: 46
Joined: Wed Jul 02, 2008 11:00 pm

The sinking island sounds awesome beacause the game would get really hectic in the later levels when everyone's like OMGWTF not enough space! And then by like luci time, it would get reallly hard (trying to tank in water ftl?)
Fook
DW_Ant
DW Clan Member
Posts: 2670
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

NickyNick wrote:The sinking island sounds awesome beacause the game would get really hectic in the later levels when everyone's like OMGWTF not enough space! And then by like luci time, it would get reallly hard (trying to tank in water ftl?)
Actually, I was debating how should the lvl look at the very end. Should I make the lvl completely flooded, or semi flooded (too many puddles), or completely flooded but there should be a ship off to the side.

I don't know what to choose :study:
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}
DW_Nutcracker
DW Clan Member
Posts: 165
Joined: Wed Oct 04, 2006 11:00 pm
Location: The Moon (Wish you were here!)

D2Boss wrote: Actually, I was debating how should the lvl look at the very end. Should I make the lvl completely flooded, or semi flooded (too many puddles), or completely flooded but there should be a ship off to the side.

I don't know what to choose :study:
Put my vote in. This sounds like it would be an awesome map. I would go with completely flooded. Toss in some lifesavers floating around, lol.
DW_Damaged
DW Clan Member
Posts: 799
Joined: Fri Feb 22, 2008 12:00 am

Sinking Island sounds great. It will make it very tough to get to wave 16 and when/if you do it will be even more of a challenge to kill Luci. I like the idea of being completely flooded but will leave that up to you.

You have some great ideas :cheers:
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