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Discussion: Battlefield 2142 / Battlefield 2142 - General Discussion - A Custom TG Map - Det, that would SUCK for infantry trying to cross to the other side? The moment
  1. #16

    LordKelvin's Avatar

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    Re: A Custom TG Map

    Det, that would SUCK for infantry trying to cross to the other side? The moment you poke your head out you'd be annhilated by 5 tank shells and at least 3 walkers ripping you up, not to mention the APC rounds.



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  3. #17

    Fruvous's Avatar

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    Re: A Custom TG Map

    PAC assaults EU. PAC starts west, goes east.

    General layout:

    PAC uncap -> 2 neighborhood flags, connected by alleys (N and s) -> North-South Road (flag is on the west side. Provides EU with ability to retake one of the neighborhoods) -> Toll fence -> Main base (think inner bridge lock flag, except it has a toll station for an entrance)
    PAC infantry has access to the neighborhoods. A single buggy can go around north or south to the Toll (but not through). A single alleyway in the center barely divides the north and south - walker can enter but buggies can't because of tank barriers. Infantry can move between north/south neighborhoods because of entrances of fence openings.

    The road is a wide entrance to the EU fortress. The two allyway flags connect to a flag near the middle of the vertical road which spawns an APC.
    The APC should be able to jet near the the alley flags, but not all the way.
    The APC should be able to jet over the toll station fence

    EU has a walker that spawns fortress.

    APC purpose:
    EU can have easier access to a neighbor flag should it be lost. The jet should not be strong enough to actually reach the flag
    Also be able to bomb the alleyway.
    If EU has a good driver, it will retreat into toll. Will be difficult to bombard because of wall.

    PAC can jet over the toll fence or one of the high walls in order to take EU fortress.
    It should be hard to bomb Toll becauase of the awkward angle on the road.

    Buggy purpose:
    Try to get past to toll. Encourages EU to keep at least some forces back to defend APC. Makes the Neighborhoods a little less congested.

    PAC Walker purpose:
    Anti APC. Provides limited fire on the alleyways. Can't blindly rush in due to EU walker and infantry in center alley.

    EU Walker purpose:
    Defends the APC. Can't blindly rush in because of infantry in alleyways.



    Flag names:

    Neighborhood North:
    Neighborhood

    Neighborhood South:
    Refugee's Camp (Actual flag has those stackable buildings, might be fenced off to give a feeling of segregation).

    Road flag:
    Checkpoint (spawns APC)

    Tollstation:
    EU Guardstation

    EU Fortress: EU Fortress


    Decorations:
    Buildings from Carebear and Verdun decorate the neighborhood.
    There's a few fences from Verdun (right next to Western Farm) that can be used for the alleys.

    Tunis Eastern Dock's Garage for Road flag.

    Toll Station Fence.

    Innerbridge lock big command center thingie.

    Misceleneous doodads to make the fortress more defensible. One command center north wall, one south wall?



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    Last edited by Fruvous; 08-28-2009 at 12:58 AM.
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  5. #18

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    Re: A Custom TG Map



    City map. Inside is inaccessible. Both the inside and outside borders are clear of obstacles, but the interior of the donut is city type fighting with buildings like between Com Center/Playground. Bleed starts with majority of flags.

    1= Walker (only spawns for EU)
    2= Buggy (only spawns for PAC)
    3= Walker (only spawns for PAC)
    4= Buggy (only spawns for EU)

    ALL flags are capturable.

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  7. #19

    Fruvous's Avatar

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    Re: A Custom TG Map

    That would actually be pretty funny. As one side loses a flag, another one can be gained. It's like ring around a rosie 2142!
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  9. #20

    Deterhek's Avatar

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    Re: A Custom TG Map

    Quote Originally Posted by LordKelvin View Post
    Det, that would SUCK for infantry trying to cross to the other side? The moment you poke your head out you'd be annhilated by 5 tank shells and at least 3 walkers ripping you up, not to mention the APC rounds.
    Yeah the armor would spawn by infantry capping a flag just outside the barrier, and all of their armor spawns there. The maps thought of by Fruvous and Zoraster are better though.
    Str!ker, how do you create custom maps for BF2142? I used to be pretty good at designing maps for AoM (Strategy game, very very complex editor system I won't go into now), so I might be able to help.

    Another idea: Infantry only. Circular, heavily wooded map, surrounded by impassible mountains. Large depression on the middle, with a mountain in the middle and on top is a flag. Mountain is very steep and surrounded by a moat at it's base. Only access to the mountaintop/flag is through 4 walkways (like Command-Collumns on Shingle) that are connected to the mainland over the moat. There is a dirt road going directly from each walkway to a flag on the mainland. Numerous other paths leading from one mainland flag to another as well. PAC and EU each start with an Uncap at either end of the map, leading to the closest mainland flags to them. Hows that?
    Last edited by Deterhek; 08-28-2009 at 01:32 AM.

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  11. #21

    Reaperassault's Avatar

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    Re: A Custom TG Map

    Quote Originally Posted by Zoraster View Post


    City map. Inside is inaccessible. Both the inside and outside borders are clear of obstacles, but the interior of the donut is city type fighting with buildings like between Com Center/Playground. Bleed starts with majority of flags.

    1= Walker (only spawns for EU)
    2= Buggy (only spawns for PAC)
    3= Walker (only spawns for PAC)
    4= Buggy (only spawns for EU)

    ALL flags are capturable.
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  13. #22

    Zoraster's Avatar

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    Re: A Custom TG Map

    Quote Originally Posted by Reaperassault View Post
    Circle Jerk from TF2 anyone
    I don't recall that map. But this one would be kind of fun.

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  15. #23

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    Re: A Custom TG Map

    I like defense focused flags for maps. Minsk is my favorite, but with only one primary defensive line like Hill, South Outpost, and Road Block. Also urban fighting is very nice like Ghost Town or Church (Verdun). For example Front Line has two defensive lines which, I believe, is what makes capping that flag so crapping hard, as if it's not hard enough clearing out the trenches infantry then has to cross usually armor laden open terrain to reach the bunker and flag, usually having to clear the bunker in the process. It's just too hard with multiple lines of defense, I like the flags where once the enemy is beyond the foritifications the defense become compromised and you actually get a "fight!"

    An infantry only map would be pretty cool with rock and tree cover for assaulting a foritified area. But a trench or back door system would be ideal and work both ways for defenders to move to clear behind cover areas and attackers to find a way into the base.

    What I'm talking about is the fortifications are meant to be a firing platform and, while the flag is protected by them, the path to the flag is covered by fire but a squad wouldn't have to run INTO the fire. If that makes any sense.

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  17. #24

    INSUNABULA's Avatar

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    Re: A Custom TG Map

    Not to get too far ahead of ourselves but this thread has got me thinking:

    If I follow a certain line of thought then we maybe able to open up a new avenue of creativity and testing for the TG community:

    If someone was to step up and "grandfather" this project we could organize a map creation team now that the game is mature enough to have experienced players that know the game dynamics well enough to make well-considered choices. Under the umbrella of "Content Development" TG could create a line of a few maps that can be play-tested constantly by the community and refined to something that would eventually appeal to players outside of the community.

    It's possible to showcase these maps on the second server on selected nights of the week and feedback would be collected in a dedicated thread or forum - this would see the second server get more use from the community.

    This is something that could hold potential if handled right or this idea could just disappear like so many others but first we would need the backing of the right people in the community.

    Everyone knows that the regular maps have become a main-stay and anyone who wants to add something extra to their gaming experience is welcome to add their knowledge to this process of map creation.





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  19. #25

    di1lweed1212's Avatar

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    Re: A Custom TG Map

    grat idea insun, sometimes I do get bored of the usual maps. (i didn't know bf2142 had a second server with TG )

    I was thinking for the "team" or guy making the maps, is it possible to make it so you can totally inside a building? like an apartment building or office?


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  21. #26

    INSUNABULA's Avatar

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    Re: A Custom TG Map

    I've worked in the computer game industry for a couple of years and from what I've experienced with map creation is that what you're proposing may not be achievable.

    The maps are created by dropping in pre-made buildings (shells) onto a plain that itself can be "sculpted" to form hills and valleys. The shells are then dropped in (anything from a single barrel to an entire skyscraper).

    An interior (like that of a titan) is also made from a series of shells but depending on the build of a games engine will also depend on whether you can create new shells from scratch. I don't know if the map creation options for 2142 will allow it.

    That being said perhaps the inside of a new building could be made with existing shells but I have no experience at all the the 2142 map creation tools at the moment.





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  23. #27

    di1lweed1212's Avatar

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    Re: A Custom TG Map

    ok, thanks for the information. one more question, where do you get the program, or tools to make a map, i want to try this out.


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  25. #28

    Grim.the.Grim's Avatar

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    Re: A Custom TG Map

    It would be cool a map that had 5 or 6 transports on each side with 2 or 3 gunships on each side. Sort of like the movie at the start of BF2142 that shows all the armor and transports rushing in. That would be sweet!!!

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  27. #29

    LordKelvin's Avatar

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    Re: A Custom TG Map

    Or just how about just transports? Kinda like that NS map with the pod launchers but EU is launching the attack using only transports. Have like an uncrossable chasm or something between the EU Uncap and the other flags.



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  29. #30

    Zoraster's Avatar

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    Re: A Custom TG Map

    Quote Originally Posted by INSUNABULA View Post
    I've worked in the computer game industry for a couple of years and from what I've experienced with map creation is that what you're proposing may not be achievable.

    The maps are created by dropping in pre-made buildings (shells) onto a plain that itself can be "sculpted" to form hills and valleys. The shells are then dropped in (anything from a single barrel to an entire skyscraper).

    An interior (like that of a titan) is also made from a series of shells but depending on the build of a games engine will also depend on whether you can create new shells from scratch. I don't know if the map creation options for 2142 will allow it.

    That being said perhaps the inside of a new building could be made with existing shells but I have no experience at all the the 2142 map creation tools at the moment.
    Check out: http://www.tournamentgamingworld.com...hread.php?t=72

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