Author Topic: New Map - "Heist" (in development)  (Read 21116 times)

y00tz

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New Map - "Heist" (in development)
« on: July 02, 2007, 03:43:12 PM »
Heist is a new map that I've started on.  I came here to get some more ideas...

It's a siege map, based on a casino*

The offensive team ("Thieves") start in the front of the casino.  Their objective is to get through the main gambling room, and downstairs into "The High Rollers Club", where there is a vault that is open, and gold bars laying all around.  The high rollers room has inoperative lights, and the entire room is completely lit by the gold*.
On top of the gold is the flag, which the offensive team must steal...

My initial thoughts were to make the offensive team have to capture the flag at a different exit then where they came in (Like a getaway has been pulled around back or something)  Thoughts?

The defensive team starts in the security room (a surveillance station), and is slightly closer to the gold than the offensive team*. 

I hope to have a demo in a short time, and soon thereafter a beta.

I'd appreciate feedback, and as I finish touching up the concept art, I'll attach it along side screenshots.

Cheers,
y00tz

_________________________
*details that aren't concrete yet.

b00nlander

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Re: New Map - "Heist" (in development)
« Reply #1 on: July 02, 2007, 03:47:45 PM »
Don't make it a specific escape route, that would be too easy to defend - at least have like 3 exits (right, back, left)
and yes, SCREEEEENSHOTS :D
Casino is a very nice, and so far unique idea

y00tz

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Re: New Map - "Heist" (in development)
« Reply #2 on: July 02, 2007, 03:54:12 PM »
I was never much of a concept sketcher :-/  anyway, I took off the notes on the concept because they were chicken scratch, and pretty much self explained in the screenie.

edit- btw I'm planning on keep all proportions correct in this map...  e.g.  that vault is a walk-in vault, the bar is about 4 ft high, the pool table is 4 feet high, etc..


Don't make it a specific escape route, that would be too easy to defend - at least have like 3 ex
its (right, back,

I think I'll set up 3 doors to escape, and since it's a casino, these will be fire exits, that's pretty realistic right? - since you normally don't have multiple exits to a casino.

bobert

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Re: New Map - "Heist" (in development)
« Reply #3 on: July 02, 2007, 04:18:58 PM »
very oceans 11 series

Magical-Tree

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Re: New Map - "Heist" (in development)
« Reply #4 on: July 02, 2007, 04:28:46 PM »
Nice concept, keep it up.

Spook

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Re: New Map - "Heist" (in development)
« Reply #5 on: July 02, 2007, 04:29:04 PM »
Looks more like the high resolution club

magalhaes

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Re: New Map - "Heist" (in development)
« Reply #6 on: July 02, 2007, 05:18:02 PM »
hmm nice idea..if it is a casino put a lot of detail in it and it will look awesome ;)

Nitroboy

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Re: New Map - "Heist" (in development)
« Reply #7 on: July 02, 2007, 07:07:58 PM »
Looks like it will be fun. If you need textures of like bottles and stuff, I could get them if you want.

jitspoe

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Re: New Map - "Heist" (in development)
« Reply #8 on: July 03, 2007, 12:58:10 AM »
My only concern is that it will be too easy to defend.  Most siege maps suffer from this.  You need to make sure the defending team can't easily just sit in the room with the flag and shoot anybody who grabs it.

y00tz

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Re: New Map - "Heist" (in development)
« Reply #9 on: July 03, 2007, 11:13:55 AM »
Looks like it will be fun. If you need textures of like bottles and stuff, I could get them if you want.

They would be helpful, thanks :D

hmm nice idea..if it is a casino put a lot of detail in it and it will look awesome ;)

y00tz & detail? nahhhhhh :P

Looks more like the high resolution club

Haha :P

very oceans 11 series

To be quite honest, I have never seen any of them, but I am familiar with the plot.  The idea just struck accord,  but it is unfortunate that the plot exists currently.

My only concern is that it will be too easy to defend.  Most siege maps suffer from this.  You need to make sure the defending team can't easily just sit in the room with the flag and shoot anybody who grabs it.

Roger that, any idea on how to fix such a scenario?

mariosonic

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Re: New Map - "Heist" (in development)
« Reply #10 on: July 03, 2007, 01:43:16 PM »
Very nice idea y00tz. Can't wait for a beta to test. Why not keep the defense from going into the room holding the vault but have multiple exits from there. That way the defense can't camp (unless they have so many people that they can camp all doors) and the offense has some breathing room of thinking of a way to escape. But if they take too long then defense wins. That might solve the problem.

KiLo

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Re: New Map - "Heist" (in development)
« Reply #11 on: July 03, 2007, 02:31:39 PM »
Mario makes a good point. Like in siegecastle make it so the defense can't go by the flag and also make it so they can't go out to far either.

P.S. - What happened to Terminal?

jitspoe

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Re: New Map - "Heist" (in development)
« Reply #12 on: July 03, 2007, 06:57:41 PM »
The easiest way to prevent that scenario is to have multiple flags.  About the only other thing you can do is extensively playtest the map and make sure there aren't any locations where players can safely "camp" without being shot easily.

y00tz

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Re: New Map - "Heist" (in development)
« Reply #13 on: July 03, 2007, 11:05:34 PM »
Okay, I added a second floor with a balcony that overlooks and allows access to the vault room.  There is 2 entrances into the vault room, and 3 counting the balcony which can access the vault room at virtually any angle.  I also made a cool hanging light that works as a ladder from the vault room to the balcony by double jump, or making a series of smaller, easier jumps.

edit 1 - I'm intrigued by the multiple flag technique for a siege map... could someone explain how to do this to me?

Terminal - Sheesh, been so long, I'm still working on it a bit, I even restarted it with some other ideas about it.  I think the idea at the moment is just a little sketchy, and needs some polishing on my end.  I did however also start a subway/depot map.  I hope to have at least a few maps released this summer, and hopefully I can release Heist and some of the other large ones (i.e. Innovation Renovation) later this year. 

The CTP - Check the Wiki... we're about ready for the first release :D :D :D
The ONLY thing that is withholding there is that my thumbnails in BSP aren't the correct colors (even though in Wally I'm using the correct pallet file) any ideas?

Apocalypse

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Re: New Map - "Heist" (in development)
« Reply #14 on: July 04, 2007, 03:05:34 PM »
Sounds great y00tz for multiple flags you just do it the same way as normal.
Off Topic: I am also currently designing a siege which I'm thinking of putting 2 flags in not near good enough to post a beta though it's called walled city the city is actually only 3 buildings though lol

jitspoe

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Re: New Map - "Heist" (in development)
« Reply #15 on: July 05, 2007, 02:29:04 PM »
How do you put multiple flags in your map?  You add more than one "flag" entity. :)

y00tz

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Re: New Map - "Heist" (in development)
« Reply #16 on: July 05, 2007, 02:31:00 PM »
How do you put multiple flags in your map?  You add more than one "flag" entity. :)

I think you under-estimate my newbness.

jitspoe

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Re: New Map - "Heist" (in development)
« Reply #17 on: July 05, 2007, 04:58:46 PM »
Well, if you can make one, ctrl+space will clone it, and then you'll have two. :)

Cobo

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Re: New Map - "Heist" (in development)
« Reply #18 on: July 05, 2007, 06:12:19 PM »
Then if you select both, and hit ctrl+space again, you'll have 4.
Then if you select the 4, and hit ctrl+space again, you'll have 8.
etc :)

Fullmetal_Steeb

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Re: New Map - "Heist" (in development)
« Reply #19 on: July 05, 2007, 07:23:57 PM »
sounds like it would be really cool. make sure you put more than one entrance to the flag area, and not too many places in the flag room to camp...

You wanna make it really realistic? Put bathrooms in it. And maybe a hotel area with a hallway and a few doors that open to rooms, along one of the escape routes (for lack of a better word). Make the escape routes kind of long, because I think one of the main problems with siege maps is that once the attackers get the flag, the round is pretty much over. like in siegecastle where you only have to turn out the door and jump off to cap...