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theseventhstar
11-28-2008, 10:14 PM
Peril(noun)- Exposure to injury, loss, or destruction; grave risk; jeopardy; danger. You'll understand why I picked this name when you read on.

I've been wanting to design a 1v1 map for awhile now and finally threw something together. I plan on building this myself after I get some of your opinions on this. Also, I know the middle of the map needs some thing and I came up with an idea, but that was after I took the screen shots.

I didn't finish the boundaries of the map, since there isn't really a need to. Just to make sure I was safe object-wise, I threw down 2 BRs, 2 Carbines, 4 nades, over shield, 2 short barriers, 2 weapon holders, all fence walls, all fence boxes, all walls(including corner and double), all double boxes(open and closed), all closed single boxes, 3 stairs, and all bridges. That left me with $80, so I can easily make changes if needed. The over shield will be somewhere on the bottom level. The BR ammo, Carbine ammo, and nades will be away from the highest part of the map, to prevent camping.

Let me know what you think.

UPDATE:
I removed some of the cover on the first high area. I added another walkway to it from the front. The stairs are removed and I added a fence wall to look to the bottom floor, where I think I'll put the OS. I added another high side. There is also a "broken" bridge between the two high towers. I'm thinking about replacing the stairs with bridges on the second floor too. I'm not sure if it's really that important, to be honest.
http://i297.photobucket.com/albums/mm231/xbryinnx/Sketchup1/NEW.jpg
/update

http://i297.photobucket.com/albums/mm231/xbryinnx/Sketchup1/overview-1.jpg
http://i297.photobucket.com/albums/mm231/xbryinnx/Sketchup1/2.jpg
http://i297.photobucket.com/albums/mm231/xbryinnx/Sketchup1/lolz.jpg
http://i297.photobucket.com/albums/mm231/xbryinnx/Sketchup1/3.jpg
http://i297.photobucket.com/albums/mm231/xbryinnx/Sketchup1/4.jpg

I'm thinking about removing the stairs on the right in the second the last picture and just adding a small jump-up.

BlackDeath10
11-28-2008, 10:25 PM
The high side of the map is way to powerful

It has a good view of most of the map and only one reliable entrance; you need to power it down

Ideas

- Give it less cover and more entrances
- Make an opposing side, not necessarily 2 base symmetrical, but make a side that can take on the high side so that it is not to powerful

fix it up before you make it

a_Woodland_King
11-28-2008, 11:02 PM
It looks like the high side would **** everyone in the bum off the spawn. Like honestly. Everyone would be ****ed on that if they didn't spawn there.

theseventhstar
11-28-2008, 11:10 PM
Yeah, I see what you guys mean. I gotta count the objects I used, so I know how much I have left. I should have enough left, but I'll try to create something as high as the high-side. I'm also gonna create another ramp up to the high-side from the front.

I'll remove the stairs over near where the fences would be in Foundry and build a high-side. I want this to be a fast-paced, risk vs. reward map, so I wanna leave the walkway for some nades.

I'll try to make the changes tomorrow and update the OP.

TheEpicCiabatta
11-28-2008, 11:22 PM
The map seems really stretched, like a Narrows 1v1. I can't really tell from the sketchup, but it looks like there would only be one way up to the high side, making it very easily campable. No matter where you put weapons, high side would reign supreme. There needs to be a counter to high side as well as additional routes up.

HITtheLIGHTZ
11-29-2008, 04:16 PM
The connectivity here is like really really good. I do think you kind of need to take what you have now and stretch it out a bit, a thin rectangle is not really a good shape for any type of map except a ctf only one, so if you made it more circular or squarish with the same general design you have plus with high side sunk like half a box down you'd have a great design.

theseventhstar
11-29-2008, 05:35 PM
Thanks. Are you saying I should lower the high side(by the way, which one? Theres two now) for less of a height advantage or because of the barrier on the top level? I tested out the barrier in Forge- with one double box, then corner wall, then another double box, you hit your head, but only at the peak of jumping. I don't think it'd really affect game play that much, but I could be wrong. I'll mess around with it some more. I was thinking about extending one of the sides out a little bit more too.

HITtheLIGHTZ
11-29-2008, 05:47 PM
Thanks. Are you saying I should lower the high side(by the way, which one? Theres two now) for less of a height advantage or because of the barrier on the top level? I tested out the barrier in Forge- with one double box, then corner wall, then another double box, you hit your head, but only at the peak of jumping. I don't think it'd really affect game play that much, but I could be wrong. I'll mess around with it some more. I was thinking about extending one of the sides out a little bit more too.

I was actually looking at the old pics when I said lower high side... Still you shouldn't be hitting the soft ceiling in a map, just interlock the floors so its down slightly. xyience is 4 floors and you never hit the ceiling.

EIitexGrunt
11-29-2008, 07:04 PM
Looks sick.