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 Post subject: A Request for WIDE maps
PostPosted: Wed 11 Apr 2012, 15:21 
Subvein Creator
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Hey fellow map makers. After v0.699 (when outbreak comes out) you'll be able to update your maps and add Outbreak if you want to. Then I'll go through them and suggest improvements and maybe make some official!

But I just wanted to say now that if you're going to start a new map and want it to be officially included in the game, try and make it WIDE. Not necessarily big, but just wide and open for vehicles to drive around on. This is what Subvein really needs atm, because vehicles only work on about 20% of maps right now. Think of maps like Barn, Canal, Supply or STM's recently added map STMResidence. These maps all have plenty of space to drive cars on and are a lot more fun because of it! Of course if you make a really polished close quarter map I'll add it anyway, but you're far more likely to grab my interest if you make an awesome wide vehicle friendly map :)

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 Post subject: Re: A Request for WIDE maps
PostPosted: Wed 11 Apr 2012, 15:24 
Mutant
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Joined: Sat 26 Feb 2011, 16:03
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so you want maps like in BF3

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 Post subject: Re: A Request for WIDE maps
PostPosted: Wed 11 Apr 2012, 15:26 
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Now I know what to make my next map.. Gonna delay my zombie close quarter one, I guess..

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 Post subject: Re: A Request for WIDE maps
PostPosted: Wed 11 Apr 2012, 15:28 
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what will be your next map?

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 Post subject: Re: A Request for WIDE maps
PostPosted: Wed 11 Apr 2012, 15:36 
Super Mutant
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I dunno, :P

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 Post subject: Re: A Request for WIDE maps
PostPosted: Wed 11 Apr 2012, 18:45 
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-Altair- wrote:
so you want maps like in BF3

No, maps like your mother.


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 Post subject: Re: A Request for WIDE maps
PostPosted: Wed 11 Apr 2012, 22:23 
Subvein Creator
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Yah BF3 style maps would be cool but I want to emphasis that I want maps with WIDE and OPEN areas, not necessarily BIG maps. Don't bother making a 512x512 map because it'll take you forever and it's not needed. A map like Barn is quite small in terms of distance between spawn zones, but there's plenty of space to drive around in as the areas within the map are spacious and uncluttered.

Don't get me wrong, a 512x512 map would be amazing but that's going to take FOREVER to make and I'll only make it official if it's as polished as pretty as the other maps are. Likewise, if you make an awesome close quarter map with good graphics and good gameplay I'll add that too. Just letting you know what I'm leaning towards and also I guess the sort of maps that are naturally going to get more playtime and community credits. Maps that support Checkpoint and Outbreak are going to be played more.

Also maps that are good for Outbreak will be welcome too. What makes a map good for Outbreak? Well this one SHOULD be big. Or at least it should have lots of different and unique looking areas. Remember Outbreak is like a story where you go from 1 bomb to another. It should kind of feel like you're going on a journey through the map from bomb to bomb, where each bomb site has a different dynamic and feel to it. Supply is going to be great for Outbreak because there are so many different areas and different dynamics to try out. I could probably fit about 10 bombs per team into that map. But something like Farm isn't really going to work. Maybe there are 4 unique areas in the entire map? Not much variety there and both teams are basically going to be stuck on the same bomb the entire round.

So yeah just something to consider I spose. Try make your maps open, spacious and perhaps a little on the big side so you have lots of fun areas to place Outbreak bombs.

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 Post subject: Re: A Request for WIDE maps
PostPosted: Wed 11 Apr 2012, 22:36 
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Joined: Sun 05 Jul 2009, 19:08
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Just a tip for those who are too lazy to open up the map editor:

* All cars cannot go travel over a bump(unless it is sloped from the ground you are traveling on) of 0.75m tall.

* If you are trying to make stairs but the Flatbed or other cars seem to have trouble getting over it but you don't want or cannot reduce the height difference between each step, try making every 2 tiles have a different sloping. Eg: STMResidence's garden stairs (height between steps: 0.50m).

Road widths & lengths:
* STMResidence's road is 17m wide plus between 4-13m wide worth of pavement. The smallest width of the garden in the center is 10m wide. Horizontal length is 89m, Vertical is 71m (exclude pavement).

* The old STMcity uses 12m wide roads with 4m of pavement. Full horizontal length is 288m, full vertical length is 178m.

* Barn's smallest width is found in the center of the map at 10m. The rest of the road is between 22-32m depending on the number of boxes on the sides. Vertical road length is 162m, horizontal road length is 177m (both include "pavement").

* Canal's roads are 10m wide. 99m vertical road length, the commonly used portion of the horizontal perimeter road length is 143m, 112m for the central horizontal road distance between the two boxes.

Rough Vehicle dimensions (width*length) in order of shortest to longest:
Buggy: 2 x 3.75
Hornet: 2 x 4.25
Extraction Truck: 2 x 4.25
Loafer: 2 x 4.5
Radar: 2 x 4.75 (exact same as Pickup)
Pickup: 2 x 4.75
Roadster: 2 x 4.75
Gallant: 2 x 5 (the mirrors don't count)
Torpedo: 2 x 5 (exact same as Camper)
Camper: 2 x 5
Flatbed: 2 x 7.25

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 Post subject: Re: A Request for WIDE maps
PostPosted: Wed 11 Apr 2012, 23:02 
Subvein Creator
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Awesome post man. At some point we should definitely create a reference full of all these important numbers. Vehicle dimensions, how far you can jump with sprint (and also with Dash), how high you can jump over something, the height of a wall until full shadow, etc.. Would make things very handy :)

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 Post subject: Re: A Request for WIDE maps
PostPosted: Thu 12 Apr 2012, 21:10 
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Yeah or just integrate a help section into the map editor where those values are stated.

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 Post subject: Re: A Request for WIDE maps
PostPosted: Thu 19 Apr 2012, 08:48 
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Rex Nex wrote:
-Altair- wrote:
so you want maps like in BF3

No, maps like your mother.

Yup, this.

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