• tfTeam Fortress 2

    SnipeZilla -Sz- Snipin's a good job, mate!
    SnipeZilla -Sz- You call that snipin'?
  • tfCounter-Strike Source

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    SnipeZilla -Sz- HLstatsZ Competitive Defusal
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Mountain Side Concept

Sloped movement? Or recessed/carved bunkers into the slopes.

  • Defenses on slope (allowing up & down play on angle)

    Votes: 5 83.3%
  • Recessed/Carved Bunker (aesthetic slopes)

    Votes: 1 16.7%

  • Total voters
    6
Probably the only flaw with these new map concepts, a lot of people play on the server for points and ranking and stats. They're not going to risk playing in an environment that yields hardly any points to move up the ladder and where they can die fairly easily and lose a lot of points. These new concept maps would have to be on a separate server where it's not linked to the point system. You could still keep it on the regular servers but I'm pretty positive all the hard core snipers and the regulars are going to get scared off by this. These kind of maps would mainly attract the not so good snipers and the casual non regular snipers who don't really care and just want to play just to play.
 
I don't think so Mix. The fact it is so large and open it reminds me of Orange xxl but with trees, rocks, and river. Maps that are rough are 2fort, dot, or sniper ridge. Literally everyone is in everyone's vision with very little degree movement. You get on these maps even with a slightly stacked team and it is a freaking slaughter house. Sooooo many people in such a small area I have jumped and got tripple body shot in the air. Too me that is just frustrating as these 1 dimensional maps give very little margin of error unless teams are fair. I try to stick to Orange and long range maps as it leaves you with more options. Players get into real duels with each other even with many other players on large scope maps.
 
Probably the only flaw with these new map concepts, a lot of people play on the server for points and ranking and stats. They're not going to risk playing in an environment that yields hardly any points to move up the ladder and where they can die fairly easily and lose a lot of points. These new concept maps would have to be on a separate server where it's not linked to the point system. You could still keep it on the regular servers but I'm pretty positive all the hard core snipers and the regulars are going to get scared off by this. These kind of maps would mainly attract the not so good snipers and the casual non regular snipers who don't really care and just want to play just to play.

I totally understand what you are getting at, and I think it will have to do with how many people are on the map at once. Everyone knows that large maps with only a few players is nothing but a slow and boring game-unless you know them-in which case it can get very intense! I don't want to sound arrogant as a mapper but I have high hopes for this map's popularity from what I've seen so far. I won't truly know until I've released the final version and get an average play rate stat from the server.

The way I've just reworked the map entirely will also allow for easy sectioning, and what I mean by this is being able to create a cordoned zone of the map for sniping as a second / alternate version of the map to play on for Sniper v Sniper.
i.e (orange versus orange_xxl)

I aim to please everybody and the input helps! Thanks a bunch.
 
Just another slight progress update!

Here's the smoothing progress on the new terrain! The grids are still in place for deciding where pieces like cliff edges, rocks, or tree patches will be. As well as a shack or two. This mountain slope compared to other one is a lot less sharp and will provide a smoother walk :)

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So are we calling this one the Iraqi hillside?
Haha, it'll be a lot more green when I'm finished with it! The way texturing terrain works is a basically a blend system. Place the strips of land with a texture like the one you see that can also be blended with the materials tool. So it will be like painting shades of grass when I've situated it all nice and how I want it.
 
Green is starting to appear:

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Original post updates will be coming shortly. There is a 25 image limit per post, so I will be removing old images and archiving them to make space for the latest updates!

I'm leaning towards a "Sawmill" type climate. A light rain, perhaps a touch of fog, and very warm lighting style. Almost like a sun shower in the middle of a boggy (but crisp) forest. If that makes sense.
 
I'm just thinking out loud but is it possible for a map to start out as Orange XXL for example, and then as the game progresses, the two sides get closer and closer together so that by the end of the 30 minute game, it ends up as Standard Orange?

Maybe even have some kind of switch in the center of the map that people fight for control of where people can choose if the map gets farther and farther or closer and closer.
 
Dis map....so open.so dynamic. ..so different..so large.. I will be looking forward to this. This brings me back to my DODS days. Great map my man, don't rush it.

I am glad you f***ed up the last one because this one...New territory for everyone. This will be ONE of a KIND
 
I do a bit of new product development in my RL job and one thing I realized is that people hardly ever get things right the first time or even the second time around with new concepts so I'm glad your trying to improve upon this large map/outdoors style concept. I still think the first one was a piece of art aesthetically. I may have to take a screenshot of that map, print it out, frame it, and put it on my wall.
 
I do a bit of new product development in my RL job and one thing I realized is that people hardly ever get things right the first time or even the second time around with new concepts so I'm glad your trying to improve upon this large map/outdoors style concept. I still think the first one was a piece of art aesthetically. I may have to take a screenshot of that map, print it out, frame it, and put it on my wall.
Makes me really happy to hear that :)
 
I'll have some more ready to share this weekend. It's gonna look a lot more green, and the whether will be taken care of. I was flicking through some random maps released with the game and found a good atmosphere to base mine on. I think its gonna make the map really shine!
 
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Going to change up the grass here, get a nicer blend and keep the dark grass for the river bit. Now, I know the falls looks like it was ripped out of koth_sawmill >.> However, I intend to shape it into something of my own, and with this comes more valuable learning material from which to look at in wonder :)

I'm gonna throw in the weather/atmosphere changes next update.
 
What is the verdict on medkits for this map?
I've come to like the '1 medium health' per side, and a medium in the center. Considering this will be a fairly larger map, the health placement will most likely encourage specific areas for people to snipe from as bodyshot damage tends to leave you gravitating towards health before you get picked off by another bodyshot. I need to finish up the structures from which you can use for cover before I can finalize the amount of health per side, as well as where they will be placed. I estimate however, '3 medium health' per side mind you I will probably make 2 of the 3 in risky locations!
 
I forgot he was making this map. Where is our map Dammit. Ban deer until he finishes map (hammer slam).

Long range is always nice with this new update.

Jk about the ban.
 
Are you going to incorporate secrets to the map? Like a teleport or an area to melee at a designated location?
Maybe ;) If I do I won't tell ya about it!

Sorry about the lack of updates! Been busy the past while. Classes picked up and I'm on 2 UGC teams this season. I'll get an update posted this weekend I swear!
 
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