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*I need to update this thread but dont have time atm. *
Tau Station Tau Station Tau Station is my newest work, and features one of the structures from UNS Complex. The inside and outside was changed up a bit, to lend more to the sci fi theme of the map. Also are two brand new custom structures, one for each team. These new custom structures also feature 3 floors, but are about 1/2 the size of the main building. The spacecraft that is docked is also fully accessible, inside and out. That was a major part of this map; making sure that if players could see it, they could not only play on it but in it as well. Nothing here is strictly for looks; everything is fully functional. TDM will most likely take place in and between the two Team structres, because no team spawns are located in the main building. CTD mode will utilize the main structure, as players will have to either retrieve one diamond from the interior and return it to the exterior or vice versa. Uprising pits the teams against each other in a power struggle for 2 points inside the main structure and 1 outside, meaning if a team declares voctory they have successfully dominated and held the other team at bay. Deathmatch mode takes place in all 3 structures as well as the grounds surrounding them. Mimic v1.01 Mimic is a 5 level indoor + rooftop map. (not all levels are full levels, many are only 1/2 size) The name comes from the fact that each team's side identical. The layout allows players on each level to engage players on other levels in combat. This gives a good 3D element to the game, which is really what FPS games are all about. Combat across the floors is not to the extent of being shot from who knows where, its open yet separated and has plenty of the neccesary cover. Its very hard to describe. The exteriors of the UNS Complex was removed, leaving just the cores of the buildings. I merged those together and added 2 more levels and more paths in between each level, but by no means did I make a labyrinthine map. It is very easy to navigate and each side is symmetrical. Uprising mode stacks the 3 cap points on three adjacent levels, forcing players to make a choice: Take the upper levels first, and have a longer trip to recapture/defend if the enemy gets it, ot take the extra time to go from the bottom up and recapture/defend more easily by jumping down from level to level. (You cant just drop right into the cap point either, but nearby) Here are a few lower quality screens, for now. There is an update already coming as I found an occlusion block occluding something that it shouldnt and made a couple of tiny changes, but havent published the update yet. I want to make sure there is only one update. Notice the white panels on the wall on the left side. I placed those there to make campers in that nice little corner stand out better. Note the shelf with the flower pots. That was placed there for a sublte way to jump down a level wothout taking damage. If you do choose to take damage, its not even a full bar and it comes back after a sec. This is an illustration of how the combat can play across multiple levels, yet still feel isoloated from other areas. The rooftop can only be accessed through the top floors of each teams's base. This top floor of the structure was meant to be a haven for team members, though it it not too hard to breach. I added access other than the sole ladder from before. The roof also connects these two 'havens', keeping players on their toes when playingteam modes. The last thing you want is the enemy coming at you from all sides. Rooftop section Rooftop access is just behind the view, as well as the middle access point that hold an uprising cap point. More screens will follow after I return to my server Ok I am probably repeating a few screens here but these are a much better quality UNS Complex UNS Complex is a city-industrial map, with indoor/outdoor combat, even taking place on the rooftops. Two symmetrical buildings face each other across a crowded street, connected by a skybridge. Each building has 3 floors and an accessible rooftop, providing a strong vertical element in combat. .50 cal mounted waepons sit atop each corner of each bulding, whils 4 m249's sit at the middle of the skywalk, as countermeasures for the powerful .50's. Screens below illustrate the map, which is possibly my best yet imo. I have taken several things I have lerned recently and put them into one map, as well as improved again on layout. UNS Apts UNS Apts is a continuation of my 'normal' maps- no sci fi. This one got good reviews with a few plays so Ill put it out there. It takes place in a quiet suburban-type apartment complex and a few houses. Most combat will take place in streets and parking lots. Of course, combat happens wherever the bullets fly. Houses and apartments are detailed with television sets, washing machines, refigerators and everything youd see in a modern home. There are some drivable vehicles, but the roads are short and are either blocked or end in parking lots. The aim for this map was fast paced combat, and it delivers. Here are some screens, including 2 angles of the overall layout. UNS Metro This map is much different than my usual. No destruction, no spaceships (even though I was very tempted to put a UFO in it) and no destroyed spaceships. It is a city map, with multi-story complexes reaching into the sky, in 1 square city block. Action is always nearby and the upper levels of the multi story complexes are inaccessible, keeping the focus on gameplay and not exploration or happy camper sniping. Cars are availible to drive, and special care was taken to keep the streets clear enough to drive (with some handbrake work) but provide plenty of cover for combat. The lower level, most of what is featured in these early screens, is a subway station. Each side of the map has access to the subway, where you will pass through turnstiles and ticket booths to gain entry to the platform. Stop at the ATMs for some quick cash (if you have any) or the payphone to call your mom while you wait on your train. Watch your back though, I hear it can be rough down there... Great attention to detail was taken as is in most of my work, here are a few screens to show. These are early pics, before most of the map was done. Ill have a play video and some more screens tomorrow, which is also when I will update the map to a full Bets, with all modes I intend to include in the final version. Yes, thats a pencil cup, pencils and a clipboard there. UNS Labs UNS Labs is the first of a 3 map series taking you through the UNS Labs building. Groundwork is already laid for #2 so thats a sure thing. The map isnt really a sci fi map as I usually do, but has a light sci fi element in a room or two. The map itself is somewhere around modern day. Its an indoor/outdoor map, more indoor than outdoor but a good exterior element too. Here are some screens: Building from left front corner Lobby Break room, complere with coffee pot and microwave 2nd floor. ladders in the elevator shaft give access for now. I will be installing those fancy physics elevatore Map Builder discovered soon in the final version. Yep, thats a hologram. There will be some doorways made of these in the sequal (if it works out well) Lab Room Lab specimens UNS Tower UNS Tower is another indoor/outdoor map. Combat takes place everywhere: in the streets, inside the building, and even on the roof. Plenty of vehicles of varying types are provided for some roadkilling and team action with mobile heavy weapons. The buliding is mainly one-story, with a huge spire jutting into the sky. Halfway up the spire, a .50 caliber gun sits, poised to lay waste to the entire front half of the map. Team play places the UFLL in many locations all around the building, effectively surrounding it. Spawns are of course in very safe locations, completely out of combat. The APR must defend multiple entrances from the UFLL onslaught. There are also many ways onto the roof, and even more ways back into the building through the skylights. Below are some screens illustrating the map. It should provide great indoor/outdoor duck and cover combat, as well as ranged combat for the AR16 fans out there. Decay Size: Medium Modes: All Memory Usage: 55.4 Object Cost: 16125 This map, as you can see, has a very low object cost. This does not mean it is a tiny map, it is not by far a 'box' map. There is very little indoor access at all in this map, unless you count the decaying ruins... Special care was taken to focus on balancing the map for every mode. Plenty of cover is supplied for you as you explore the ruins. And no, this map is not nearly as large as any of the Fallout maps. It was made to be just right in size to support many varieties of player numbers. (the last picture is a sort of flying overview) Module XP-71 v1.1 13:05 Log entry 348876 Chief Engineer Josef Volkanov The main plasma transformers have blown. The entire top floor, including the comm tower is gone. 37 people up there, all gone. Alarms are going off everywhere. the Module has suffered severe damage, the extent of which is not known. Will report back later, it is madness here, I have much to do. END OF LOG 13:09 Comm Transmission C-94461 Reclamation Specialst Leah Sanders I dont know whats happened. There was a terrible noise and the Module shook like the mountains were falling on us. I am trapped in my quarters, and the comm system is down. I hear alarms everywhere, and I smell smoke. My door is stuck shut, the controls wont respond. So far I am ok, no smoke in here and everything not run by the Main System is ok. I dont know if this is going out, but we need help. I can hear screaming down the corridor, its terrible. Someone, please help. Pleasexmz.n.ndjskf.sfgfffffff. ERROR TRANSMISSION FAILED 13:11 Log Entry 348877 Chief Engineer Josef Volkanov Oh my god, one of the automated supply drones just smashed into the crew quarters. There had to be the entire 3rd shift in there, its their sleeping time. I have not been outside yet to survey the damage, too busy trying to keep us alive in here. I must keep the H2O reclamation systems online; I cant find our specialist to find out how long we have until we can no longer process the water to a usable state. I hope she wasnt in the tower... END OF LOG 13:27 Log Entry 348878 Chief Engineer Josef Volkanov I went out to survey the impact from the automated supply ship. The whole crew quarters is a loss, nothing but a shell left. Terrible, terrible accident. I think the tower was guiding it in when it was blown off by the transformers. Luckily, the blast shielding stopped the ship from coming all the way through the Module, otherwise we'd all be dead now. Those poor 3rd shifters...at least it was quick...I have much to do. END OF LOG 14:01 Log Entry 348879 Assistant Engineer Timothy Redman Josef went to fix something in the storage area, and I havent heard from him for a while now. There was another boom and some shaking, I dont know what happened yet. I've finished repairing the water rec system, and I am going now to find out what Josef is up to now. 14:26 Log Entry 348879 Assistant Engineer Timothy Redman Damn, ANOTHER supply ship smashed into the Module. Tower must have been guiding both of them in when it was destroyed. Josef was right there, I think he's gone. I dont know how to keep this place running like this, its way above me. We need to leave anyway, there is no food here anymore except what little we have stashed in our work areas. There is a supply drone outside, we are going to try and use it to get off this rock. Without the Comm system, we cant call for help, and the supply drones wont come until we summon one. That drone on the pad is our last hope. I am apparently in charge here as all other senior officers have presumably died. We are working on loading a launch sequence directly into the mainframe, with a course to get us to an inhabited station a few AU's away. Myself and 15 others will pile aboard and make the trip without cryosleep. Its going to be a long journey. END OF LOG 15:47 Log Entry 348880 Assistant Engineer Timothy Redman Jenkins has gone crazy. Maybe its the stress of the accident, maybe its because his wife was in the tower. He's completely lost it, saying that we need to die here, that it was intended for us to die here. He is rambling some religous nonsense, from what religion I dont know. Maybe his own made up one. Somehow he has garnered the following of several other crewman. They have found some weapons and are geting militant. I am sure they are going to kill us very soon. Myself and a few others who have not gone mad are arming ourselves right now, and we are going for the supply drone. God help us all. END OF LOG Obviously, this map is set on a distant planet, in and around a 'Module' that has suffered a tragic accident. Destruction is everywhere, with enough intact to capture the sci-fi atmoshpere. All areas are accessible including the roof, though it is desolate. Full slideshow: http://s606.photobucket.com/al...?albumview=slideshow Lunar Lunacy and Lunar Lunacy Redux DM TDM CTD Uprising Medium 4-12 plays good This is an indoor map, with both close quertres for tight gunplay and yet still has plenty of room to breathe. It is a very very heavy custom map, nearly everything in it was built from scratch. As the game progresses, the corridors will fill with debris from the battles, however it does not interfere with gameplay or even show up until an explosion or gunfire triggers it. (secret method) The map features the debris factor, awesome gunplay from tight quarters and corridors to open transformer rooms and cargo bays. (there is cover there too) An insane amount of ducting is included in this map, you can literally navigate the entire map via the ducts. There are many exits from the ducts, however not as many ways in. They are not hidden nor are they obvious, so keep an eye out...Detail is abound, everywhere you look there is something to see. Screens and a link to a huge slideshow are below. Any comments/suggestions are welcome! Skideshow: http://s606.photobucket.com/al...?albumview=slideshow more screens: http://s606.photobucket.com/al...vin/LunarLunacyBeta/I made a few nice changes to the shootem map Lunar Lunacy. Changes are for even better gameplay and performance. Screens below will illustrate some of the changes * added another route to take where before there was only an air duct to connect the two sides. (to the right of the pipes is the new path) *added a route through the 'torch room' these two additions effectively connected each side of the very ends of the map, which should dramatically improve the flow gameplay. * opened up the center room, no more giant blue fins blocking players. This should help the center room be more of a battle zone as intended. These are major gameplay changing additions to the map, and I hope they add even more replay value. There were also numerous spawn changes, some DM and some TDM. 2 occlusion blocks were adjusted slightly as well; i noticed when peeking one gave a little popup and the other was the one in the ducts that made a piece of the floor disappear. A few objects were changed, glitchy stackables that remained floating if the bottom layers were shot out (boxes and pallets) I removed quite a few barrels to increase performance and clear up a couple areas. I removed the green blocks in the computer terminals, they were physics affected and I could thereby increase performance by removing them. A nice gain in performance (which it already did well in) for a minor loss in aesthetics. Adjusted the pipes in the central battle area to allow passage on either side. All of these changes should enhance an already intense, tactical, fast paced map. Enjoy! Fallout v3.5 DM TDM CTD Uprising Medium-Large 10-16 players good Slideshow: Slideshow Video Tour: Video Tour More screens: http://s606.photobucket.com/al...?albumview=slideshow Starship Troopers DM TDM CTD Uprising Large 12-16 players good Starship Troopers is a large outdoor map. The theme is the APR and UFLL have converged on the crash site of a UFLL cruiser. The cruiser has spilled supplies, and the APR wants them. The UFLL has arrived on-site, depositing dropships to meet the gigantic APR tanks. Converge at the wreckage to do battle, and procure the valuble supplies. Each mode centers the action at the wreckage, and there is nowhere else to go on the map. It is bordered by desert and mountains, ensuring nobody strays too far from the action. The map weighs in @ under 42k, so should run pretty smoothly for most PC's. DM: players spawn in dropships, tanks, and various locations throughout the map. TDM: players spawn either in APR tanks or UFLL dropships. CTD: Diamond crates are located on either side of the wreckage, and are equidistant. Uprising: Capture points are located @ the wreckage and other locations near the wreckage. Careful planning was used to balance the map for all classes, and optimization was a key factor in making this level. The terrain was used to block lines of sight, and occlusion blocks were used wherever possible. Slideshow: http://s606.photobucket.com/al...?albumview=slideshow More Screens: http://s606.photobucket.com/al...Starship%20Troopers/ Fallout Downtown DM TDM CTD Uprising Medium 10-16 players good More Screens: http://s606.photobucket.com/al.../Fallout%20Downtown/Asylum DM TDM CTD Uprising Small 4-12 players good This map is suited for small games as well as large. 4 players will find quick action while full team games will be just spaced enough to be enjoyable. The atmosphere is a creepy, silent hill type with a bit of FEAR mixed in. It can be played just fine on night or day, but night is the best as the lighting effects add to the creepiness. The map is set up for close to medium range combat and is not very sniper friendly, though it is very possible to snipe. The map also has some usable ducting to crawl through . The team setup pits APR and UFLL at opposite ends of the Asylum, to meet in the central area where the 'patients' were housed. The map is symmetrical, ensuring a balanced game. Each team starts out in the lobby and works their way to cap points and diamond in the central area. TDM and DM are also included, with the DM spawns scattered throughout the facility. Screens are below with a link to a full slideshow afterwards. As you see, the map is very 'light' so should play fine on just about any machine. The goal of this map was to address all the complaints about sniping, playability, amount of action etc. The map has to be set to night to get the full effect, but does just fine in daytime as well. This map was optimized completely, with occlusion blocks everywhere possible even though it it smaller. Peformance was a key point to this map. More Screens: http://s606.photobucket.com/al...?albumview=slideshowOverLord v1.1 DM TDM CTD Uprising Medium 8-16 players good More Screens: http://s606.photobucket.com/al...?albumview=slideshowDefense Grid: Final Battle DM TDM CTD Uprising Large 12-16 players good More Screens: http://s606.photobucket.com/al...evin/DefenseGridIII/007 Facility v1.1 DM TDM Small 4-12 players good More Screens: http://s606.photobucket.com/al...?albumview=slideshowSevernaya Bunker DM TDM Small 4-12 players good More Screens: http://s606.photobucket.com/al...?albumview=slideshowDefense Grid v1.0 DM TDM CTD Uprising Large 12-16 players good More Screens: http://s606.photobucket.com/al...00kevin/DefenseGrid/Ghost(ed) Town DM TDM CTD Uprising Large 12-16 players good More Screens: http://s606.photobucket.com/al...evin/Ghosted%20Town/There are also threads for all maps here on the forums, though some may be farther back, buried deep in the darkest depths....do you dare find them? Have Fun! This message has been edited. Last edited by: Agent00Kevin, |
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not bad maps. shame they're on pc so i cant properly check them out. but they look pretty fun!
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Thanks man, all play a little differently, but generally support all classes equally. some maps are large, requiring a full house to play right and some are small and can get chaotic when full.
Hardcore DM/TDM maps: Lunar Lunacy Asylum Suggested CTD maps: Fallout v3.2 Island Chain Reaction Red Planet Starship Troopers Fallout Downtown Suggested large game TDM maps: Fallout v3.2 Starship Troopers Defense Grid 2 Island Chain Reaction Suggested Uprising maps: Fallout v3.2 Starship Troopers And, of course, the Super Fun Time race course included in Red Planet. This is in the Uprising mode, and utilizes the cap points as checkpoints with 'C' being the end of the race. There are 4 buggys at the top of a ramp, and 1 Jeep Liberty at each team's base. I dont ususally do this, but thought it would be fun and does not take anything away from the gunplay or environment. If you so choose to grab a vehicle and run the track when not doing the organized race, then you will find itvery quiet on the track. Snipers are blocked from using the track to snipe down upon the map, so its not even worth the effort. (Let them waste their time) All in all, there is spmething for everyone here, including snipers and sniper hunters, though not one map listed was made just for sniping, which I hate with a passion |
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All cool maps!
I dont know about the other but they look cool! Except Ghost Town :P 360? |
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Nah, Ghost town was a very early map of mine, and I took the screen with a digital camera because I didnt know you could PrTScrn for a screenshot. I removed that map for a long time, then saw someone hosting it in a sniper rotation, so I redownloaded it from them and repubbed it. Its not my best work, but still not a bad map and does its theme good. |
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Ok!
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Fair warning for low-end PC users: The following maps have had reports of lag, but when I ask what type of GPU/CPU they are using, they dont know. (lol)Usually when this happens everyone else chimes in that they are fine.
Defense Grid v1.0 Overlord v1.10 and rarely Starship Troopers...this is all due to the concrete blocks being used in destructible walls. Occasionally, wheh all the blocks are disturbed, the poor ol single cores, low graphics card and weaker dual cores will get laggy. As I said, when 1 complains of lag, 10 more say they are fine. |
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Yeah I hosted Overlord v1.1 yesterday. Was quite unplayable.
The rest we tried out were fine. Lunar Lunacy was quite fun. We do CTD. There was a point in the map where I was able to see through the corrugated tin floor to the floor below. It was near the APR diamond. Sorry I can't describe it better. Occlusion blocks maybe? IDK. Despite that we'll play that one again. |
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good looking maps Agent00kevin, i download a few of your maps they look really awesome , bring something creative to FC2 online.
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Thanks Criminal, I hope the maps get better as they get newer...some of my older ones I thought were great could use some more tuning, but I have moved on. (I didnt get this game until February, possibly late January)
Anyway, I figured I revisit my thread and update the list as well as suggest which maps may be best to play on, and which maps may be facing deletion. agent00kevin's best maps: Lunar Lunacy: fast paced indoor action map close combat Module XP-71: medium-fast paced indoor/outdoor map close/ranged combat Decay: meduim-fast paced outdoor action map close/ranged combat Fallout v3.2: slow-medium paced large indoor/outdoor map ranged combat agent00kevin's 'B' maps: Starship Troopers: medium-slow paced large outdoor hunting map Red Planet: medium paced ranged combat meduim sized outdoor map 007 Facility v1.1: small fast paced indoor close quarters combat Severnaya Bunker: small fast paced indoor ranged/close combat Island Chain Reaction: meduim sized meduim paced outdoor ranged combat Asylum: small fast paced indoor close combat agent00kevin's chopping block list/reason: Defense Grid v1.0 LAG Defense Grid 2 TOO BIG Asylum 2 TOO BIG/LAYOUT: FAIL OverLord v1.10 LAG (possibly a revision before deletion) Red Planet 2 TOO BIG/LAYOUT: FAIL (about 120 - 150 hours worth of learning map editor lessons) The chopping block list isnt a sure thing, but I am definitely considering deleting those maps, right now I am still unsure. When I need the space, it will definitely happen unless the maps suddenly start seeing play time, which is doubtful. Id also like to get rid of a couple duplicates, but one in particular is still seeing hundeds of plays per week. (Starship Troopers, version without vehicles and some aesthetc issues) |
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Not bad, those maps look pimp compared to what we can do on the console versions.
I wish I had a pc that could handle this game, I would so be making maps on this. |
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You are strong, all is good 12/20 for all map
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Thanks, my last 3 maps (at the top of the list) really show progress from my past efforts. Lunar Lunacy in a sense of pushing the limits of what you can pack into a small space with lighting and still have a playable map. Module XP-71 because it was designed to play like an Arena map but in no way appear to be one. And Decay, because many times in game have shown many tactical options when playing, using the destruction as both cover, transportation routes or obstacles depending on what you are doing. I would reccomend these 3 maps first and foremost to anyone, as I think this is when I finally understood the map editor a little better, as far as actual game play goes. (I didnt play much MP until last month or so, so I didnt know the pacing of the game or anything much about the MP world. Ah, sometimes I think ignorance IS bliss) Anyway, the older maps have cool things to look at, and decent gameplay, but always feel a little off due to me not being able to play the MP until recently. Enjoy all, and I have 2 new maps coming, one of which is posted as a beta already and one still in the works for a DM only beta. |
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You should discuss your maps on cdeezgames.com
My PC forum is all but dead. I have one user x_maxpower that makes maps for PS3 and PC, but we need more. |
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