New Legions Map [Light House] Timelapse Video

curser656

Member
READ FIRST
I originally posted this concept for a map
http://forums.legionsoverdrive.com/threads/map-concept-light-house.2997/
After that I went ahead and built the basis of the map in Torque 3D.
Keep in mind a lot of things are missing, most importantly buildings and the water will have to be re-done after I get custom materials working, along with all the desert like terrain will be grassy.

The large stick kind of rocks are placeholders for the lighthouses. Those might have to be custom modeled.
Leave any suggestions or comments on the map.
Edit: Added a cap route, when the rest of them are together I will be blending it more, right now it looks like a ramp.

Edit: Added screen caps to better show the map and the base changes that will come into effect.
screenie1r.png

screenie2da.png

screenie3b.png
 

Abandoned

Member
Your map has some flat areas, better fix that or it will turn out something to the likes of the original Sleepwalker map.
 

Disci

Old man
Looks kinda small. It would be a huge cluster *dance* but it is never THAT bad thing. ;) Also I can see you've worked on some side route possibilitys, but don't you think that OOB grid is too close to the base for them? I'm pretty certain none of them would work now. Other than that I'd need to test it properly before I could comment anything else.
 

curser656

Member
Looks kinda small. It would be a huge cluster *dance* but it is never THAT bad thing. ;) Also I can see you've worked on some side route possibilitys, but don't you think that OOB grid is too close to the base for them? I'm pretty certain none of them would work now. Other than that I'd need to test it properly before I could comment anything else.

I think I'm going to need to extend the OOB area when the bases come in, or it's going to be retarded as hell if you try to capture and go around the back.
 
Looking from the top view, this map would definitely have trouble working in Legions. You really can't have many flat areas at all. Hills should be more rolling; yours are too steep for one thing (you can have steep hills, but all of them shouldn't be like that). The big hole in the middle would only be a nuisance, really. It wouldn't allow the game to flow at all (unless it's really easy to cross over it).

Look at some maps in Legions like Frostbyte and Zenith and see how they work.
 

curser656

Member
Looking from the top view, this map would definitely have trouble working in Legions. You really can't have many flat areas at all. Hills should be more rolling; yours are too steep for one thing (you can have steep hills, but all of them shouldn't be like that). The big hole in the middle would only be a nuisance, really. It wouldn't allow the game to flow at all (unless it's really easy to cross over it).

Look at some maps in Legions like Frostbyte and Zenith and see how they work.
I'll definately try to fix that. Thanks for the advice.
 

moronval

Private Tester
Back when I used to theorycraft maps for fun in TGEA, one of the biggest mistakes I made was "creating" routes for players. Giving players a road to drive their skiis on isn't the nature of legions, if you look at a map like frostbyte or zenith, remove the base structures, and look at the terrain as a whole - you wouldn't be able to tell where the bases would be. However, when you start painting roads as designated routes for players to use, and look at a map in the same perspective you can tell where a base is.

However, creating natural looking maps isn't the end of it. The first iteration of a map is never the iteration that's kept. Moonshine has gone through several revisions over the years as players have played and played and played on it and found the flaws in it, frostbyte as well. Zenith's changed the most, and Nivosus is it's own special kind of different.
 

curser656

Member
Back when I used to theorycraft maps for fun in TGEA, one of the biggest mistakes I made was "creating" routes for players. Giving players a road to drive their skiis on isn't the nature of legions, if you look at a map like frostbyte or zenith, remove the base structures, and look at the terrain as a whole - you wouldn't be able to tell where the bases would be. However, when you start painting roads as designated routes for players to use, and look at a map in the same perspective you can tell where a base is.

However, creating natural looking maps isn't the end of it. The first iteration of a map is never the iteration that's kept. Moonshine has gone through several revisions over the years as players have played and played and played on it and found the flaws in it, frostbyte as well. Zenith's changed the most, and Nivosus is it's own special kind of different.
That's completely true, but my hills are way too steep, a lot of them are, I really need to fix that and remove my hand made cap routes.
 

Dacil

Member
That's completely true, but my hills are way too steep, a lot of them are, I really need to fix that and remove my hand made cap routes.
are you referring to the ppl "advice" that only like to play two maps....frost and zenith? <_< i say do whatever you want...there's more to this game than CTF.... tdm ehem! and i'd like to see steep hills for once
 

curser656

Member
are you referring to the ppl "advice" that only like to play two maps....frost and zenith? <_< i say do whatever you want...there's more to this game than CTF.... tdm ehem! and i'd like to see steep hills for once
That's true, eheh....
 

moronval

Private Tester
Oh absolutely, you have to consider what gametype you're creating your map for. And using frostbyte/zenith are just standard examples because of how natural most of the terrain is. Frostbyte's outer hills are as smooth as a baby's butt and zenith's terrain is a very natural-looking desert, two very important things to consider (again) depending on the gametype you're creating the map for.

To excel in one, you have to sacrifice the other. A map like bladerun is far too big and spacious to be a favor'd TDM map, for example.
 

FireBlitz

Member
Great job so far! I have to agree with moron here also, you've gotta take terrain into consideration, as well as what this map will be used for. Other than that I'd say you're doing great! Keep it up! :)
 
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