FaceDragon N00b Posts: 19 Joined: Dec 2009 |
02-08-2010, 01:43 PM
I need to get back into the swing of working with Hammer, so each of you who wishes something, give me a room, or part of a map. Devise something, a room in a map (or maybe multiple if enough people give me ideas) of whatever it is your mind can come up with. Hyper realistic, batshit insane ... destroying depth perception. Anything. *Shrugs.*
The only thing I won't do is a porn room. Hentai and yiff included. Intelligent, thought provoking words.
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
02-08-2010, 01:51 PM
Well, depending on how good you are at debugging a map I have a complete one that keeps crashing people who download it, works fine otherwise ;D
I just don't have to time to dig through it to find the error :-\ I'd say go with something we don't see a lot of..... A) One Flag CTF, flag starts in the center and you have to run it to the other team's capture point B) Push CTF Map (Avanti Style), see Snowdrift, Haarp C) Push CTF Map (Torch2 Style), The enemy flag starts in your base and you have to push it into their cap room, think if the flagrooms on 2fort got switched I also have a flag push map that I was working on and got about 25% done with if you want to see those files as well...  Sig by Joel |
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Dtrain323i Oprah Winfrey Posts: 3,067 Joined: Nov 2009 |
02-08-2010, 01:55 PM
payload map modeled after Complex from Goldeneye
11:35 Socks Greatbacon_work: Just accept the idea of enemas. |
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Surf314 Seriously, this week I'll play PS Posts: 12,078 Joined: Mar 2008 |
02-08-2010, 02:02 PM
Steal the cart:
2 tracks in a double helix with 2 crossovers. When the cart reaches one of the crossings they have to hold the cart at the point for "x" time. If they do it continues on their track. If they fail and the other team caps it moves over to their track and continues. So to win you have to know when you can push through a crossing and when to wait. And you also have to hold a cart until it returns to a swap point or ambush a team to gain control. Just a batshit crazy idea. |
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backfire Uninstalling Posts: 3,520 Joined: Jun 2008 |
02-08-2010, 02:24 PM
Had this idea for a big bridge with a cp on it in the middle of this giant canyon. That's sorta what I based that old fail map cp_caveman off of, but... well, the concept was good... I think
Meh, maybe you can try to execute that better than I did. As for a gamemode... how about... double assault map! You could imagine it like if granary had two mid caps and every point taken would be locked. You'd basically be defending them from taking your points while attacking theirs. So in a sense, you'd sorta have two fronts. Doesn't have to be all linear like granary. Might be two points on the front for both sides then a last cap, sorta like the pyramid (gravelpits styled) arrangement, except you'd have two of them. Who knows, might work, might not. It'd be interesting none the less. [table][tr][td][/td][td][/td][td][/td][td][/td][/tr][/table] 2.4mb sig ã(ಠâ¿â¿à² ã)      (â¯à² â¿â¿à² )â¯ï¸µbıs qɯ4Ë2 |
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Tricks BRB, Posting Posts: 945 Joined: Dec 2009 |
02-08-2010, 02:52 PM
Multiple-point koth map. Each capture takes 20-30 seconds, scaling with how many people are on it. Once a point is captured, a new point spawns or is activated elsewhere on the map. First to five caps wins.
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Dtrain323i Oprah Winfrey Posts: 3,067 Joined: Nov 2009 |
02-08-2010, 02:53 PM
(02-08-2010, 02:52 PM)TR1CK link Wrote: Multiple-point koth map. Each capture takes 20-30 seconds, scaling with how many people are on it. Once a point is captured, a new point spawns or is activated elsewhere on the map. First to five caps wins. kind of like headquarters on Call of Duty? 11:35 Socks Greatbacon_work: Just accept the idea of enemas. |
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Eschatos Jack Thompson Fan Club Member Posts: 4,447 Joined: Mar 2008 |
02-08-2010, 05:12 PM
A map shaped like a giant boner.
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HeK Rotartsinimda Posts: 4,183 Joined: Jun 2015 |
02-08-2010, 05:50 PM
I always wanted to see a 'Steal the Cart' map. Two/three part cart map, but on the first part the red defence team spawns with the cart and blu has to push it back to their spawn.
Subsequent stages should play-out as normal. |
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zaneyard Made with Whole Gainz (tm) Posts: 6,930 Joined: Jun 2008 |
02-08-2010, 06:16 PM
ribo has an idea for a game mode map thing that he should list here
this thread is now the official someone make a map thead (04-09-2013, 11:24 PM)Dr. Zaius link Wrote:well i'm not really understanding how it's faster internet. and like google just magically rolls outs this stuff and it's 100 times faster than my internet? why? that doesn't set off any alarms to anyone? (11-07-2012, 11:15 PM)at0m link Wrote:I MAY OR MAY NOT HAVE OVERINDULGED ON RUM AND COKES AT OUTBACK STEAKHOUSE |
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KarthXLR Free of STD's ... lolwut? Posts: 9,927 Joined: May 2008 |
02-08-2010, 06:25 PM
pl_brbuninstalling
Bomb drops on the "Delete Local Content" button. |
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Chief BRB, Posting Posts: 2,216 Joined: Jul 2008 |
02-08-2010, 11:57 PM
diglett hole
bomb goes to destroy diglett when the final point is reached diglett yells diglett and destroys everything everywhere but himself |
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copulatingduck Following in Gordon's Footsteps Posts: 7,518 Joined: Apr 2008 |
02-09-2010, 01:33 AM
(03-03-2009, 06:27 PM)Tim link Wrote: someone do it please pl_poopbutt Ripped like paper raped with ease hey scrub nerd pyros suck on these |
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Didzo Uninstalling Posts: 5,206 Joined: Dec 2009 |
02-09-2010, 07:01 AM
A map in the shape of a turtle. Capture the flag. Plenty of choke points and sentry spots.
Don't even dare making alternate routes to the intel room either. |
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Coppanuva Coob enforcement officer 1st class Posts: 861 Joined: Jul 2009 |
02-09-2010, 09:15 AM
Make a map that is less liked that Koth_Rainbow. That is your challenge. Also, PL_BBB.
But in all seriousness... do one based on Spongebob so we can hold a spongebob FNF. |
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Surf314 Seriously, this week I'll play PS Posts: 12,078 Joined: Mar 2008 |
02-09-2010, 10:07 AM
(02-09-2010, 07:01 AM)Didzo link Wrote: A map in the shape of a turtle. Capture the flag. Plenty of choke points and sentry spots. Playing off of this. CP_Turtle an attack defend map where there are already prebuilt sentries for the defense but the entire map is nobuild. So attackers have to dismantle nest after nest to win. Maybe force all defenders to engineer class. |
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
02-09-2010, 10:08 AM
(02-09-2010, 10:07 AM)Surf314 link Wrote: Maybe force all defenders to engineer class. No, you just have prebuilt guns, and maybe can rebuild on those spots only... :-X  Sig by Joel |
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SAVAGE-0 BRB, Posting Posts: 935 Joined: Sep 2008 |
02-09-2010, 10:34 AM
Kinda inspired on what Backfire was talking about... look at the Unreal Tounament 2k4 and UT3 maps for Onslaught/warfare game mode. Granted it will just be capping points, but you could use the idea of having side points open doors or open better spawn points. maybe a 7 point CP map or even 9 set up like this:
   RED 2.1    2.2 c.L  C  C.R 3.1    3.2    BLU both 2.1 and 2.1 must be capped to get to the RED base and same for 3.1 and 3.2. the center left and center right can act as a gate that blocks off the entrance to the side for the opposite team, so if red caps c.L BLU can't go from 3.1 to c.L, they have to go around. However the c.L and c.R do NOT need to be capped in order to cap center nor the 2's or 3's. Just C. So they are extra points made specifically to block the other teams entry points.. or something. I really think it'd be a great thing if implemented well. edit: just thought of something even more simple... make it KoTH and have the back 2 points only to open doors or better yet draw bridges if that possible...so the other team could go to the opposing side and cap the back points to lower the other teams draw bridges leaving only 1 open path to the point... trust me... I'm a 2L
(This post was last modified: 02-09-2010, 10:37 AM by SAVAGE-0.)
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exanimo2 Lurker Posts: 155 Joined: Dec 2009 |
02-09-2010, 10:48 AM
Finish my maps.
I've got a crush on Karth's sister Ianki. |
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