View Full Version : Map suggestion; The train!
Naish
11-11-2007, 10:44 AM
It'd make an excellent multiplayer map.
Locust spawn on the front, Cogs spawn on the back, and in the middle the main point (king of the hill)
Locust Car ObjectiveCar Car Cogs
KIWIDOGGIE
11-11-2007, 11:09 AM
then do it yourself...
It'd make an excellent multiplayer map.
Locust spawn on the front, Cogs spawn on the back, and in the middle the main point (king of the hill)
Locust Car ObjectiveCar Car Cogs
If you had a boomshot, it would be no fun.
You could make it in under an hour if you ripped the static meshes, but that would be boring. Someone needs to make an orgininal version
flip5577
11-11-2007, 02:39 PM
you should read Multiplayer Map Theory (http://gearsforums.epicgames.com/showthread.php?t=583689) it is a great primer for multiplayer map making. Although the train is a great front... where does the flanking come in? Otherwise all we would be doing is ducking and shooting, and then ducking again.
CrysAk
11-11-2007, 02:48 PM
think it has the potentail to be a fun level ^^
who says the train has to be 6 meters wide ;)
also they dont have to be moving, could be parked... next to another train... or even a train yard ^^ .. hmmm
/me opens UnrealEd
Talon15
11-11-2007, 05:00 PM
Should add some Z-axis gameplay in there. Might be fun!
Xendance
11-11-2007, 05:17 PM
you should read Multiplayer Map Theory (http://gearsforums.epicgames.com/showthread.php?t=583689) it is a great primer for multiplayer map making. Although the train is a great front... where does the flanking come in? Otherwise all we would be doing is ducking and shooting, and then ducking again.
Add another train on another track next to the first one.
Naish
11-11-2007, 05:31 PM
Good criticism, but what was one of the best UT'99 maps?
AS-Highspeed, a train map :P.
Have the 3 cars in the middle split into sections, top and bottom, they can be closed cars, whereas the spawn cars would be flat (as to keep the game fast paced)
Lee Perry
11-11-2007, 09:08 PM
Had an early shell for this actually, 2 half-bed cars on each end, and a few flatbeds in the middle hauling lots of cover objects. It was fairly nifty but as mentioned here it was pretty limited in mobility and flanking ops. If we went ahead with it we probably would have done the side-by-side idea or attempted some type of "upper path" using the cars that have the halls along the sides or running on the roof... but that's all still very challenging because we don't really use ladders in combat and it's hard to move between cars in any way but at the flat bed floor height.
BUT, by all means try it, it's got a billion meshes available for it and the setting is great fun.
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