View Full Version : Sketchup Concept Map: Concussion
-ImplosioN-
05-07-2008, 05:28 AM
This is my first concept design in sketchup, so everything is pretty rough on the edges, and I don't have any cover yet.
It is a 2 base, symmetrical map (ya ya I know, don't even say it...), and it borrows elements from Sanctuary, Warlock, and a little bit of Legacy. If I build it, it will run TS, and Hill. Maybe flag. I was thinking of adding 2 way teleporters behind the double box at the ramps maybe, but I'm not sure yet.
Here it is:
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Overhead view:
http://i191.photobucket.com/albums/z168/iMpl0d3/Overhead-1.jpg
View of base from above:
http://i191.photobucket.com/albums/z168/iMpl0d3/Base-1.jpg
Above base looking top mid:
http://i191.photobucket.com/albums/z168/iMpl0d3/TopMid.jpg
View of ramp:
http://i191.photobucket.com/albums/z168/iMpl0d3/Ramp-1.jpg
View of platform:
http://i191.photobucket.com/albums/z168/iMpl0d3/Platform1-1.jpg
Another view of platform:
http://i191.photobucket.com/albums/z168/iMpl0d3/Platform2-1.jpg
On platform looking top mid:
http://i191.photobucket.com/albums/z168/iMpl0d3/MidFromPlat.jpg
Looking bottom mid from base:
http://i191.photobucket.com/albums/z168/iMpl0d3/NewBottomMid.jpg
Hope you guys like the concept! Post all feedback and everything in here.
( BTW I used Sabaoth's Foundry's Forge Pallet Spreadsheet (http://www.mlgpro.com/forum/showthread.php?t=168191) to make sure everything will fit in budget, and I also used Bepo's Foundry template for sketchup (http://www.mlgpro.com/forum/showthread.php?t=167160). Seems quite accurate, I'm really glad I had it to use rather than nothing to start off with! )
zakboo
05-07-2008, 06:39 AM
Can you add a zoomed out overall view please?
Baron Saturday
05-07-2008, 10:30 AM
Looks interesting, looks like it might play like Hang em high.
Id also like to see the overall view, and +rep for linking to the spreadsheet and template.
-ImplosioN-
05-07-2008, 03:01 PM
Can you add a zoomed out overall view please?
Gotcha, can't believe I forgot about that!
http://i191.photobucket.com/albums/z168/iMpl0d3/Overhead-1.jpg
-ImplosioN-
05-07-2008, 06:29 PM
Alright, I added dumpsters to jump up into the base, and also a geo glitched single box on the front of the base to jump up with. There is also dumpsters behind the ramps to jump up with too. Added a window interlocked into the back of the base to jump up to base 3 with. Also added a bottom middle.
And come on guys, there is like 88 views on this, please just post, say good, bad, great, crap... I just wanna know if I should actually build it or not, or if it's too flawed or something to bother with. Thanks!
tiggleisrippin
05-07-2008, 06:43 PM
i think it would be great if you could build it i say go for it
_TRAJAN_
05-07-2008, 07:01 PM
Hey man long time no play. Lemme share a thought or two on the map though...
I'm loving the concept of the work and I really like the idea. I like the fact that it's radially symmetrical but itsn't just a simple mirror image of itself which got folded over, kinda like a really scaled down Sanctuary.
I'd love to see this map get made to perfection and should the spawns work on this map, I'd love to be playing it in the future.
I'm gonna give a few thoughts on some design principles which can make or break the map though so here goes:
- TOP MIDDLE MUST HAVE LOTS OF COVER
This spot could be a true power position which would create a lot of great in game action. I know you don't just wanna remake Middy, but the design principal of Middy that made the entire map work was that Pink Tower had a ton of spots to use for BR-cover while still being able to shoot. Pink Tower is literally what made Midship. You could make this Top Mid potentially fortifiable and turn it into a great spot. Without cover, it'd feel like Car-3, not a place you want on your map where the action revolves around it
- IT SHOULD BE REASONABLY EASY TO NADE / ADVANCE TO TOP MID FROM YOUR SIDE OF THE MAP
Without some way to contest Top Mid from some angle, the gameplay on the map would grind to a halt once it reached the favor of whatever team is up there in Top Mid.
- TEAMS CANNOT SHOOT EASILY FROM SIDE TO SIDE WITHOUT HAVING TOP MID CONTROL
Should it be easy to teamshoot to any spot on the map, teams would get completely locked down in their own side. Instead of only having to defend yourself from someone top mid and a roamer on the bottom floor, you'd be defending yourself from literally the entire other team. Think Wizard / Warlock with no cover on the bottom floor.
- MAKE SPOTS SO WE CAN USE COVER CREATIVELY
This requires a lot of attention to detail, but maps are made so much more playable by the little pieces of geometry that lets people really get tricky nades, jumps, spots, etc. Comparable places are like the undersides of Bottom Glass on Lockout where you could take cover if you were weak, or the walls in Green Room where people would always sit behind. Small spots will completely change the way the map is played for the better, rather than maps just being open boxes where everything can get naded or shot at.
I don't know much about actually forging a map, but those are some of the things I've found make a good map. Hopefully that helps and I'd love to see it as you're working on it.
FoxKeyes
05-07-2008, 07:16 PM
I'd be very interested in seeing how this map plays. You should make it. :-P
-ImplosioN-
05-07-2008, 07:20 PM
Thanks for the feedback Trajan!
I'm taking everything you say into consideration. But like I said, I won't add cover or anything until I actually make the map in forge, since I'm not very good with sketchup.
Yeah I want top middle to be a good power position, but not heavily fortified. I'm almost thinking of leaving it empty, cuz it will be powerful enough on it's own. For the lines of sight, I like having the tower right in the middle, that way the gameplay will revolve around the middle, ala midship, but with warlock gameplay.
_TRAJAN_
05-07-2008, 07:31 PM
Thanks for the feedback Trajan!
I'm taking everything you say into consideration. But like I said, I won't add cover or anything until I actually make the map in forge, since I'm not very good with sketchup.
Yeah I want top middle to be a good power position, but not heavily fortified. I'm almost thinking of leaving it empty, cuz it will be powerful enough on it's own. For the lines of sight, I like having the tower right in the middle, that way the gameplay will revolve around the middle, ala midship, but with warlock gameplay.
Yes, I just caught the part in the original post about no cover and such. I was legitimately freaked out when I looked at the sketchup because I thought you were about to ruin a great map by not following through on the execution but it seems you have it covered (pun lol) for when you're actually forging it.
I agree that making a spot with Pink-Tower-style cover in the middle of a map may be too much depending on the style of map you're aiming for, but don't be fooled about Warlock's Top Middle - it has enough cover to let you reasonably defend yourself from an attack for long enough until your team shows up to help.
The danger of having a Top Mid that open is that it'll end up working like the boxes at the top of old Onslaught. They're practically death boxes that nobody is allowed to go into unless they've got some great team support behind them. Without the other team trapped within their own base, these boxes are very hard to be in.
I agree with your choice of putting the tower right in the middle so the gameplay revolves around the middle.
This has potential, I'll be interested.
M_2the_Ad
05-07-2008, 10:06 PM
I'd love to see this maps gameplay. It looks really good but might not play well. Looking forward to someone making this.
a22en
05-07-2008, 10:30 PM
Can you say SANTUARY is it just me or does any one else see a strong resemblance
-ImplosioN-
05-07-2008, 11:35 PM
Can you say SANTUARY is it just me or does any one else see a strong resemblance
Yup, like it says in the description, it borrows elements from sanctuary, warlock, and legacy (another foundry map).
If anybody wants to help build it with me right now, i'd appreciate it!
Mephisto
05-08-2008, 06:21 AM
it looks interesting, but the bottom middle part is an issue with me. something like that works with maps like warlock because people didnt go down there too often. with a map like this, i think people would constantly be going down there, and therefore should be reworked because melees=random. i think 4 entry ways into such a small space is a bad idea
-Ender-
05-08-2008, 06:44 PM
Look at the "View of ramp" pic. The vertical double box in the middle of that pic. To the side of that (in the area to the right, but up against the box) I think there should be ports. I'll make a rough version later (no wall glitching) and if it runs decently I'll remake it. That is, of course, if you wanted someone to make this. I'm not sure if you posted this to show what's to come or to let someone else create it.
The spot I was talking about is easier to see in the last pic. The gap to the right of the only double box in the pic.
Jackass_Jon
05-08-2008, 07:01 PM
Looks really cool.
-ImplosioN-
05-08-2008, 07:48 PM
Look at the "View of ramp" pic. The vertical double box in the middle of that pic. To the side of that (in the area to the right, but up against the box) I think there should be ports. I'll make a rough version later (no wall glitching) and if it runs decently I'll remake it. That is, of course, if you wanted someone to make this. I'm not sure if you posted this to show what's to come or to let someone else create it.
The spot I was talking about is easier to see in the last pic. The gap to the right of the only double box in the pic.
Hey dude send me a FR, i'm on right now. my GT is impl0s1on
-ImplosioN-
05-10-2008, 08:15 PM
I made a beta version. It's a little sloppy here and there, but if there is a want for it, I'll remake it pixel perfect. It plays all mlg gametypes. It's here. (http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=iMpl0s1oN)
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