Hello!
Before anybody sends me hurtling to the ground in flames I want to say that I'm trying to get people who play the funnel map scene to take a bit more pride in mapping and in general raise the standard of the gametype. There is a real opportunity for strategy for those who want to avoid the spam, and the games have potential to be more than a close quarter spawnkill fest and still remain really good relaxing fun.
I'm posting a few pictures of my latest WIP for 2k4, which is the first in a series of 3 showing how I feel funnel maps can and should progress. This first one is the bog-standard layout, a 2 level map with ramps leading to the weapon cache and the central spam/spawning area with like-minded weapons. In the second map I want to show how advanced tactics and manoevering can become part of the gameflow and how the motivation of better weapons leads players towards a king-of-the-hill type game.
Here are a few screenshots of what I've nearly finished. It's set in the killing ground ( a relatively clear patch of land kept between the outer fortifications and the citadels in medieval times providing a coverless area for defending archers to harass besiegers ) of a Ziggurat/Castle in an alien jungle. I used this to experiment with custom textures/meshes and lighting definition.
I'd be interested to see what anyone thinks of this - despite the well voiced hatred of funnel maps I think people might find this interesting.
Screenshot Info-
1 The main spawning area from the starting perspective
2 A High angle of spawning area
3 The Ziggurat
4 Redeemer/Amp D ledge (weapons not yet added)
Before anybody sends me hurtling to the ground in flames I want to say that I'm trying to get people who play the funnel map scene to take a bit more pride in mapping and in general raise the standard of the gametype. There is a real opportunity for strategy for those who want to avoid the spam, and the games have potential to be more than a close quarter spawnkill fest and still remain really good relaxing fun.
I'm posting a few pictures of my latest WIP for 2k4, which is the first in a series of 3 showing how I feel funnel maps can and should progress. This first one is the bog-standard layout, a 2 level map with ramps leading to the weapon cache and the central spam/spawning area with like-minded weapons. In the second map I want to show how advanced tactics and manoevering can become part of the gameflow and how the motivation of better weapons leads players towards a king-of-the-hill type game.
Here are a few screenshots of what I've nearly finished. It's set in the killing ground ( a relatively clear patch of land kept between the outer fortifications and the citadels in medieval times providing a coverless area for defending archers to harass besiegers ) of a Ziggurat/Castle in an alien jungle. I used this to experiment with custom textures/meshes and lighting definition.
I'd be interested to see what anyone thinks of this - despite the well voiced hatred of funnel maps I think people might find this interesting.
Screenshot Info-
1 The main spawning area from the starting perspective
2 A High angle of spawning area
3 The Ziggurat
4 Redeemer/Amp D ledge (weapons not yet added)
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