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Unique ideas maps for Thievery

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  • Keggie
    replied
    a little spawnrape is fine depending its not overboard, id rush to front of nosta, lighthouse on flats, grange front yard, the idea is to stop rushing, slowdown thieves attack to give chance for other guards to place ai etc. after a min or two id leave and start to patrol loot spots, unless thieves were sniping in which case id camp spawn area a bit more

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  • FatRatHead
    replied
    The real sequel to th-occam, cos in occam you're denied that aspect of popular thievery behaviour. Thus I am proclaiming TH-Occam as misnamed.

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  • WTaFa
    replied
    Idea of th-spawnrape map can be potential?

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  • ]>CoD<[Chief
    replied
    No doubt their continual agonies are the reason for their beating the dead horse I did enjoy that map, I thought to myself, now THERE is an h2o fan :p

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  • Thebos
    replied
    I will confess to finding some sadistic pleasure in watching that myself. Although my pleasure turned to fear for you young'ins generation when I watched most people keep repeating the same action again and again, their screams of agony growing ever louder, not realizing you can walk around it (among other things).

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  • Keggie
    replied
    Originally posted by Thebos View Post
    The one I made was set in ancient city inside a cliff wall. It had bits weirdness as I was trying things in UED. Also, servers did not get along with it as the map tended to crash (spider NPC's I think).
    map was evil, thats the one with lots of traps to kill you lol, always fun watching people die at the trapdoor at the very start of the map tho

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  • Thebos
    replied
    Originally posted by ]>CoD<[Chief View Post
    Think it was either BiG_D or TheBos who made two (lost) maps, one on a train and one of a bank.
    The one I made was set in ancient city inside a cliff wall. It had bits weirdness as I was trying things in UED. Also, servers did not get along with it as the map tended to crash (spider NPC's I think).

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  • WTaFa
    replied
    Originally posted by ]>CoD<[Chief View Post
    http://www.ttlg.com/forums/forumdisp...s=&forumid=131

    Nothing like the old forum archives to see what ideas (not just maps) have been suggested in the past.
    Thanx, Chief, I'm collecting information from topics here for my site and I'll check that old-forum later ofc.

    Thanx, Haxa! I'm talking not only about myself. Any may try to map also. But I see that community afraid to propose ideas for future maps based on medieval theme. And especially on steampunk theme. Airship, Aquatone, Apprentice - and that's all that depends to this retro-futuristic stream.

    I believe that making map based on unique theme is more fun than making "other" castle map.

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  • ]>CoD<[Chief
    replied
    http://www.ttlg.com/forums/forumdisp...s=&forumid=131

    Nothing like the old forum archives to see what ideas (not just maps) have been suggested in the past.

    Leave a comment:


  • Przemek557
    replied
    If you are going to make a map Taffa, but you are not too much in UnrealEd, then you should start with sth small. It is the worst thing you can do - start a huge project without proper preparation. It would be better if you created a small map, or just a demo, let's say a small house with garden, and then asked others to take a look at it, both in-game, and technically - via UnrealEd, and accept all advice you can get. Then you may proceed with a serious project. Ofc, it is not that you must do it that way, you can start with a wide project, no problem - but most likely you will spent far more time on this project than you would if you had chosen the first option. Besides I am pretty sure you wouldn't finish it due to various obstructions you must learn to fight. After you finish with demo-project you may try making another demo in case you still don't get it. Without knowing basic principles you will not succeed, even despite best idea ever. You should also remember that you are not alone in TUT, and while you map, you should stay in touch with a volunteer mapper, which would guide you, and give advice.

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  • ]>CoD<[Chief
    replied
    Think it was either BiG_D or TheBos who made two (lost) maps, one on a train and one of a bank.

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  • WTaFa
    replied
    What about plant or factory?

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  • Shug
    replied
    HighwayInn is essentially a bank map, and it's almost perfect for 3v3

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  • WTaFa
    replied
    Originally posted by Appollonius View Post
    Thievery is crying out for a bank map.
    We already have bank areas on two maps. It's vaults at Apprentice or small bank at Warehouse B.

    How to make pure Bank map playable? A lot of loot in one place. How thieves can survive and complete obj? Almost all killed thieves will have large amount of loot. And after these deaths they must to re-loot Bank again. And again.

    Look at Breandor. We have chances to loot it cos it's big - thieves can loot areas that not guarded well currently. Bank map can't be such huge. Main building often has simple block and closed structure - how to infiltrate via 5-6 pathes as thieves can usually do? Interior is open - how to hide inside Bank?

    Appollonius, how you imagine objective(s) for such map?
    Bank can be one building or more, how do you think?
    How floor does it have?
    Can map be based on real medieval buildings of banks like these?

    Palazzo Medici-Riccardi (Medici bank) #1,2
    Hotel Telegraff (formet bank in Estonia) # 3,5
    Nowadays bank interior (Leonardo da Vinci style) #4
    Attached Files
    Last edited by WTaFa; 24th Oct 2011, 09:10 AM.

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  • Appollonius
    replied
    Thievery is crying out for a bank map.

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