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[Feedback] New(?) Elite map concept.

Posted: 27 Oct 2014, 16:17
by Rots
Hello everyone,

I'm interested in map editing, I spend much time thinking on block combinations - map smoothness - cool moves etc. I'm not a known mapper nor a pröplayer and I like to get ideas/inspired by playing on new maps (mx servers, new mappools) The thing is I don't like most of the maps and the main argument I have against most of them is "blocks placed randomly all over the place" or "no block diversity". I want my maps to make use of all the map editor potential: tecno blocks, grass, water, castle, power blocks, tunnels, tp's etc. Most of the "projects" I start I never publish them anywhere (for SM) I'm only able to do something I'm proud of in trackmania.

Now that you know more or less what I'm looking for, I'd like to introduce you a new(?) elite map style. It's simple to make in someones head but hard to execute on the editor actually (with my criteria). Normally attacker and defender spawns are far from each other (defenders closer to the pole). Now, what I want to do:

https://www.youtube.com/watch?v=zmvQ557wWhU

Maybe it would just not be possible because of oldschool fans (haterz) or bcos it would be hard to make good timings without making it boring or atk OP.

I'd like you to give your opinion and maybe also ideas to fill in the empty parts... I would also do duomapping If someone would like to

If you prefer a video on what can be done in the map (a 1st person POV) I can do it ^^

Edit 04/11: Theres still work to do on one side of the map, ideas are coming little by little :lol:

Custom embeded objects, custom mood, light mixmap

Re: [Feedback] New(?) Elite map concept.

Posted: 29 Oct 2014, 12:29
by bas_ekkelenkamp
I always loved the idea of pushing new ideas for elite maps because it can have a lot more potential and there's a lot possible, even competitively. But I don't think the majority of the competive elite community willing to even give those maps a chance..

Re: [Feedback] New(?) Elite map concept.

Posted: 29 Oct 2014, 13:06
by plopp
bas_ekkelenkamp wrote:I always loved the idea of pushing new ideas for elite maps because it can have a lot more potential and there's a lot possible, even competitively. But I don't think the majority of the competive elite community willing to even give those maps a chance..
If you don't try you'll never know. I think the competitive scene in Shootmania is one of the most accepting of new maps. Of course there will be people saying every new map is "shit", but lots of people are very constructive.

You probably shouldn't put gates in the beginning of any map. Having to fully stop just to get in to the map is not a good idea. People want fluid movement since the movement is one of the best things in this game. A video would be good to show of the map since I don't think I understand properly what you're trying to do.

Re: [Feedback] New(?) Elite map concept.

Posted: 29 Oct 2014, 13:39
by Rots
That is exactly my motivation bas ^^ Introduce new styles into competitive scene, since it's quite hard...

Yea, the gates are very anoying and was just an idea to prevent attacker to rush but I didn't like them at all... I'll see what I do.

My goal is to prevent defenders to stay on the place without moving and make the attacker think on new strategies constantly.

Re: [Feedback] New(?) Elite map concept.

Posted: 29 Oct 2014, 14:25
by dovahk1n
Do you have a server where we can play this map ? And what's the concept exactly : a very small map with reverse spawns close to pole, and you have to go in the opposite way of the pole first, and choose a direction after ?
Maybe you should show us a second map so we'll be able to see the concept clearly.

Re: [Feedback] New(?) Elite map concept.

Posted: 29 Oct 2014, 14:29
by PapyChampy
Is the map available on MX ? I'd be curious to check the layout.

Re: [Feedback] New(?) Elite map concept.

Posted: 29 Oct 2014, 15:01
by Rots
dovahk1n wrote:a very small map with reverse spawns close to pole, and you have to go in the opposite way of the pole first, and choose a direction after ?
That's it! but not necessarily small... It gets complex when you know which direction the attacker has chosen because all the defense has to basculate in order to cover properly.
PapyChampy wrote:Is the map available on MX ? I'd be curious to check the layout.
Not yet, it's in early wip... But as soon as I work a bit on it i'll upload it :thumbsup:

Re: [Feedback] New(?) Elite map concept.

Posted: 29 Oct 2014, 16:11
by novationx
@Rots:
I like your idea so dont give up ;)
Maybe this map will be bad, but maybe the next map, with the same idea, will be good.

So my advice to you: Dont give up after map#1 when proplayers/haters dont like it. Try to make a 2nd or even 3rd map too.

I play Elite everyday and I support this project. Gl my friend :thumbsup:

Re: [Feedback] New(?) Elite map concept.

Posted: 04 Nov 2014, 22:36
by Rots
Map is not finished yet, many things to finish but more or less theres something in place ^^

Here's a vid I made as a preview... Tell me if there's something interesting in it :thx: and what would you improve...

https://www.youtube.com/watch?v=zmvQ557wWhU

laser pad is in a early pre-alpha test, I doubt it will be present in a final version ^^

Re: [Feedback] New(?) Elite map concept.

Posted: 04 Nov 2014, 22:52
by novationx
my first reaction is : wooooow looks awesome. :thumbsup:

But then i start thinking about how I would play it ( in cups , seriously ) and I have to say some things need some changes. It seems more like a fun map ? Am I right?

- Railpad underwater? Never in cups.
- Tunnels too narrow
- Weird cage construction in the area around the pole ( looks so weird )

These 3 changes would make it a better map.
Also the blue pads will be used 24/7 because the attacker has faster reload/movement there.