Saxton Hell Forums

Server Discussion => PropHunt Hell => Topic started by: HipsterGlaceon on January 20, 2013, 10:21:39 am

Title: New Map Ideas.
Post by: HipsterGlaceon on January 20, 2013, 10:21:39 am
Hey everyone!

Just recently started messing with Hammer a little and I have no idea whatsoever on an idea for a map to make. I'd like to hear any ideas that people have for, potentially, a new prophunt map!
Title: Re: New Map Ideas.
Post by: Marshii on January 20, 2013, 11:45:32 am
Maybe a super-scaled level like the rats games in CS - The best example would be de_rats_1337 - That's a GRRRRREAT map.
Other than that I can suggest something like the spaceship map for Killing Floor that came out at christmas. Make use of some of the more 'modern' looking props rather than hay piles and wood piles etc.
Title: Re: New Map Ideas.
Post by: Marshii on January 20, 2013, 11:48:41 am
BTW, how do you work with Hammar? When I got it about 7 years ago there were no textures and no way for me to actually start crafting the map. Would greatly appreciate any info on how to work that thing.
Title: Re: New Map Ideas.
Post by: Luvedragon on January 20, 2013, 11:57:57 am
You'd have to load up Source SDK from your tools to get to hammer now. The textures, models, and everything should be right in there. :)
Title: Re: New Map Ideas.
Post by: BoBoBo-Bo Bo-BoBoBo on January 20, 2013, 04:14:02 pm
they neeed a mann co hq prop hunt map
Title: Re: New Map Ideas.
Post by: MrEskimoMan on January 21, 2013, 04:52:39 am
I can't really think of any specific suggestions, but if you actually follow through on making this map, here's some mlg protips from the mlg propmaster himself
this has been an mlg protip broadcast from the mlg propmaster himself
Title: Re: New Map Ideas.
Post by: Marshii on January 21, 2013, 05:24:29 am
The 'EmElGee' master appears to have forgotten about that thing called 'balance' - Hunters need to be able to get a kill you know.
Title: Re: New Map Ideas.
Post by: MrEskimoMan on January 21, 2013, 05:27:12 am
The 'EmElGee' master appears to have forgotten about that thing called 'balance' - Hunters need to be able to get a kill you know.
It's almost as if maps are already like I suggested
Title: Re: New Map Ideas.
Post by: Marshii on January 21, 2013, 11:40:41 am
Usually it's because of dodgy development but after a while everyone knows the spots, what you appeared to be suggesting was a map which pretty much relied on an abundance of dodgy spots - Thats not prophunt that's hide and seek gone mad :P
Title: Re: New Map Ideas.
Post by: MrEskimoMan on January 21, 2013, 12:58:22 pm
People are going to be good enough to use their initiative to find great new spots.
n00bs are still going to try hide in plain sight
Also,
Quote from: Marshii
The 'EmElGee' master
I said mlg propmaster, get it right
Title: Re: New Map Ideas.
Post by: HipsterGlaceon on January 21, 2013, 01:00:10 pm
Can there be a thread on here where people don't try to insult each other?

Seriously, grow up.

This is a thread on map ideas. Make it just that.
Title: Re: New Map Ideas.
Post by: 9mmpainpill on January 21, 2013, 10:14:49 pm
I would say make a hell map.  Like literally, hell.  Like Lolcano a bit, but not terrible for ph.  We've been needing a saxtonhell themed map.


Also if you do make a map plz make the blu spawn out of view from the hiding props and put the invisible walls high enough to let soldiers fly around.  More than one type of prop types and areas for them to hide (enviromental props, office props, construction props..etc) and multiple levels would be nice for the parkour'ing.  Like maybe using bridges like canyon does, it would fit the theme.

But yeah a hell themed map would be my suggestion, with lots of big rocks, some lava, in a big open cave, basically like a heavily modified lolcano.
Title: Re: New Map Ideas.
Post by: HipsterGlaceon on January 22, 2013, 05:52:00 am
I would say make a hell map.  Like literally, hell.  Like Lolcano a bit, but not terrible for ph.  We've been needing a saxtonhell themed map.


Also if you do make a map plz make the blu spawn out of view from the hiding props and put the invisible walls high enough to let soldiers fly around.  More than one type of prop types and areas for them to hide (enviromental props, office props, construction props..etc) and multiple levels would be nice for the parkour'ing.  Like maybe using bridges like canyon does, it would fit the theme.

But yeah a hell themed map would be my suggestion, with lots of big rocks, some lava, in a big open cave, basically like a heavily modified lolcano.

I like the idea. I'll see what I can do.
Title: Re: New Map Ideas.
Post by: Marshii on January 22, 2013, 11:29:29 am
@9mm That is a great idea, for extra inspiration try looking at this Dungeon Defenders map http://dungeondefenders.wikia.com/wiki/Talay_Mining_Complex (http://dungeondefenders.wikia.com/wiki/Talay_Mining_Complex)
but you could probably get more images either by google images or by playing it - which I recommend anyway as it's a really fun game.

@Glaceon

Can there be a thread on here where people don't try to insult each other?

Seriously, grow up.


There is a difference between intentional insulting and playful teasing. Eski and I were demonstrating the latter.
Title: Re: New Map Ideas.
Post by: HipsterGlaceon on January 22, 2013, 11:41:14 am
@9mm That is a great idea, for extra inspiration try looking at this Dungeon Defenders map [url]http://dungeondefenders.wikia.com/wiki/Talay_Mining_Complex[/url] ([url]http://dungeondefenders.wikia.com/wiki/Talay_Mining_Complex[/url])
but you could probably get more images either by google images or by playing it - which I recommend anyway as it's a really fun game.

@Glaceon

There is a difference between intentional insulting and playful teasing. Eski and I were demonstrating the latter.


"Teasing" and "Insulting" are the same thing in the text world.

On Topic: I'll look at the mining complex.
Title: Re: New Map Ideas.
Post by: box on January 22, 2013, 05:49:21 pm
My only recommendation is to keep maps in the TF2 feel/"universe." Also lets learn from the mistakes of the past - redstone, and manor. Redstone is overkill on random object and map size, while manor has a lot of potential to be a great map if clippings and other issues were put past the beta stage.
Title: Re: New Map Ideas.
Post by: combatfetus on January 23, 2013, 12:36:43 am
Other than that I can suggest something like the spaceship map for Killing Floor that came out at christmas. Make use of some of the more 'modern' looking props rather than hay piles and wood piles etc.

i've wanted to make a space-themed map, so i +1 this. it'd fit with the spytech tf2 theme, and would be really fun to make. a few ideas, in case you'd be interested:
 - either a spaceship or lunar/asteroid base drifting through space (I actually started a ph_asteroid but never put too much time into it)
 - lowered gravity, like the KF map
 - airlocks to go into space (just to get around - add damage triggers so you can't hide out there)

if you need help lemme know!
Title: Re: New Map Ideas.
Post by: box on January 23, 2013, 04:39:47 pm
Gravity changes are a problem waiting to explode.
Title: Re: New Map Ideas.
Post by: Marshii on January 23, 2013, 05:03:05 pm
I agree, unless it is only in certain areas or maybe jump pads (if they exist)
Title: Re: New Map Ideas.
Post by: HipsterGlaceon on January 23, 2013, 06:22:11 pm
i've wanted to make a space-themed map, so i +1 this. it'd fit with the spytech tf2 theme, and would be really fun to make. a few ideas, in case you'd be interested:
 - either a spaceship or lunar/asteroid base drifting through space (I actually started a ph_asteroid but never put too much time into it)
 - lowered gravity, like the KF map
 - airlocks to go into space (just to get around - add damage triggers so you can't hide out there)

if you need help lemme know!

I'd like to do something to where the door to the outside is "broken", and upon going outside the gravity is changed slightly (with a trigger maybe? not sure. still new to mapping). damage counter, maybe a small one but nothing major.
Title: Re: New Map Ideas.
Post by: combatfetus on January 23, 2013, 06:56:39 pm
Gravity changes are a problem waiting to explode.
you think so? i think it'd be a fun/new dynamic to try, if it really makes things unplayable then it could easily be removed.