And I have a few questions before I get started on the orangemapping.
The first being my layout idea, I plan on having both sides boil down to a single bridge. Now you may think thats really stupid, but the bridge will have multiple layers, enter-able houses, and multiple paths in which to cross the bridge. The point of it being so elaborate is so that MG's cannot, in any way, cover even half of the bridge (so in a way forcing a team to coordinate places for multiple MG's to be setup on the bridge.) This is so that even though the middle choking point of the map is one big bridge, one MG/sniper cannot camp and cover the entire bridge therefore forcing the MG/sniper to do what they are supposed to do, and thats "nest" in key points rather than camping until he/she dies.
As for the rest of the map (either side of the bridge) it would be a standard DoD map layout, so the bridge will contain one flag, and either side will have 2. The bridge's flag will of course need more than one person to cap, but as for the other ones, they will only need one person to cap. So think of the top down view of the layout being a tree that is mirrored at its trunk. All in all is this idea of a huge choking point a good idea?
One of the things I loved most about DoD was the amount of vertical gameplay that Italian architecture offered to the gameplay, so expect my map to have extraneous amounts of vertical gameplay as I cannot get enough of it. But how tall is too tall? I was thinking the maximum height would be around 3-4 stories at the maximum, with anymore and you risk getting excessive, am I correct on this?
My next two questions are visual/graphical questions. ( I suck with non underground stuff, so I am trying to branch out and get some exterior experience
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One being when constructing the certain buildings that are enterable, how do you setup the floor to wall ratio? Its impossible to ask in text so I will make some diagrams:
Option 1:
[Blocked Image: http://img252.imageshack.us/img252/236/option1gp2.th.png]
This would be my first impulse as to how to go about making multiple levels, but I feel as if the ouside wall (264 units) would really throw things off, even though all I would have to do is throw some trim out there and be good to go (that might get old after a while, visually)
Option 2:
[Blocked Image: http://img207.imageshack.us/img207/3255/option2ab7.th.png]
This one preserves the outside wall retaining to maintenance of staying on powers of 8, but also makes one floor smaller than the other one.
Which one is better? Is it mostly personal preference? DOES IT MATTER?! ![]()
Final question. Before I ever start a map, I always decompile the official maps created by the company that made the game so I can get some ides of technique/texture theme/ect ect. Well anyways, I noticed that ALL displacements that Valve does is created like this:
[Blocked Image: http://img403.imageshack.us/img403/130/untitledfa2.th.png]
What is gained by doing it that way? I mean once you create the displacement, that whole bottom part gets ignored by the engine, so why do it like this?
I will post any other questions that I have in this thread, and any other general DoD mapping tips/techniques are greatly appreciated, thanks for your time. ![]()
EDIT: If this is in the wrong place, just move it