Hammer Posted August 17, 2007 Report Share Posted August 17, 2007 Ok so here is a question for all you TvT players What would be your ideal TDM map? I Link to comment Share on other sites More sharing options...
.TuG.brok21k Posted August 17, 2007 Report Share Posted August 17, 2007 I think we need a large city map, lots of tight dark alleys. Im not sure what city/building objects are currently in the bundles, but a mixture of old and new would be nice. It would be nice to have lots of paths and options so its more unpredictable. Link to comment Share on other sites More sharing options...
.TuG.DaveAlmighty Posted August 18, 2007 Report Share Posted August 18, 2007 Hmm, big tall buildings with sniping spots, as that's literally all I'm good at Link to comment Share on other sites More sharing options...
.TuG.Tweak Posted August 18, 2007 Report Share Posted August 18, 2007 I'm with John on this one. I think we need some tight CQB type levels as these are lacking in GRAW2. Nothing to sniper biased either. God I miss Downtown!! lol I think that combination maps like Strongpoint also make for some cracking games. Mutiple paths help keep everything a bit more random and fun as John said too. I cannot beleive that Grin didn't include at least 1 RvsA urban map? It's a no brainer. Link to comment Share on other sites More sharing options...
.TuG.brok21k Posted August 19, 2007 Report Share Posted August 19, 2007 Also if we go down the CQB route, it would be nice to get some good CQB weapons in a mod. E.g. if you remember the H&K UMP45 in R6:rogue spear, it was deadly upclose. Plus I can dig out the sound affects affect for it (they are in wav format of the R6:RS disc). What control do you have over the mods (can u model guns from scratch and can you add custom SFX). If I had it my way, I would get you to make a full R6:RS weapon mod pack, I loved that game but never got to play on it MP due to connection problems at the time. http://roguespear.com/weapons3.html Link to comment Share on other sites More sharing options...
Colin Posted August 19, 2007 Report Share Posted August 19, 2007 Hmm, big tall buildings with sniping spots, as that's literally all I'm good at Hes right:wink: Chris Im easy bro, do your thing man. Link to comment Share on other sites More sharing options...
.TuG.lok Posted August 25, 2007 Report Share Posted August 25, 2007 heres some ideas.... what about a map with a mainroad with buildings on both sides... a lot of small alleys... at the end of the road we have the smokezone...a shantypart with some shelters and protection against nadespam...maybe like the shantypart in Hollow...sort of.... the teames spawns on each side off the road where it starts... importent to place some objects (buildings/mounting etc.) between the spawns to prevent players from use nades and GL:s into the opposite spawn... the main object will be to fight thru the road and reach the smoke as quick as possible... with a lot off gaps and alleys between the buildings it will be importent to cover your team and move as a group... at the end if the road it could be a little bit more open...so its get a little bit tricky to reach the shantypart... i dont know a shit about making maps....maybe my ideas are impossible to use... just thought it could be cool to spawn on the same side and fight against the other team to reach the zone... cheers.... Link to comment Share on other sites More sharing options...
.TuG.brok21k Posted August 27, 2007 Report Share Posted August 27, 2007 heres some ideas.... what about a map with a mainroad with buildings on both sides... a lot of small alleys... at the end of the road we have the smokezone...a shantypart with some shelters and protection against nadespam...maybe like the shantypart in Hollow...sort of.... the teames spawns on each side off the road where it starts... importent to place some objects (buildings/mounting etc.) between the spawns to prevent players from use nades and GL:s into the opposite spawn... the main object will be to fight thru the road and reach the smoke as quick as possible... with a lot off gaps and alleys between the buildings it will be importent to cover your team and move as a group... at the end if the road it could be a little bit more open...so its get a little bit tricky to reach the shantypart... i dont know a shit about making maps....maybe my ideas are impossible to use... just thought it could be cool to spawn on the same side and fight against the other team to reach the zone... cheers.... I currently trying to make mission4 into a MP map. The map has multiple paths and alley ways etc. But I could focus the first 100m-200m off the spawns, so the two teams have to to meet at a central road before heading for the smoke in HH, then their able to split off in different directions after the road junction, if they life it out. View the overview image link as an example. http://www.tugteam.com/modgallery/images/gallery/22.jpg Link to comment Share on other sites More sharing options...
.TuG.lok Posted August 27, 2007 Report Share Posted August 27, 2007 looks interesting... is it possible to add some objects on the main road?? cars, tanks etc. just to get some cover... Link to comment Share on other sites More sharing options...
.TuG.brok21k Posted August 27, 2007 Report Share Posted August 27, 2007 This video shows the meeting road, which both teams have to use inorder to get to the smoke. http://www.trs-gaming.com/graw2/brok21k/demo1.avi Link to comment Share on other sites More sharing options...
.TuG.lok Posted August 27, 2007 Report Share Posted August 27, 2007 cool.. Link to comment Share on other sites More sharing options...
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