Abstract Map Pack 2010 ?

Like such as the NIPPER
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Abstract Map Pack 2010 ?

Post by KoD » Sat May 29, 2010 9:17 pm

Should we? L4D2? CS:S(B)? TF2?
Y'all've been workin' on Night Terror for a long time.. up for a new project?

Image
(Scratched together while compiling a map)
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Re: Abstract Map Pack 2010 ?

Post by joe » Sat May 29, 2010 9:24 pm

how about a "simple" map pack with the following rules:

max 4 rooms (plus connecting hallways if any)

any level of detail from none to ultra detailed allowed (detail = objects/models/textures/sounds/whatever in the rooms)

any size, any orientation

good gameplay should be emphasized. some examples:

awp_map
dust

something simple yet fun
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Re: Abstract Map Pack 2010 ?

Post by NIPPER » Sat May 29, 2010 11:17 pm

ehh I've just been trying to fix the nav meshes- that's literally all I've done for the past year with night terror.

I started working on a new l4d map but it isn't really abstract.
joe wrote:how about a "simple" map pack with the following rules:
NOooooooooooooooooooooooooooooooooooo
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Re: Abstract Map Pack 2010 ?

Post by AMMO » Sat May 29, 2010 11:26 pm

I'd be up to map something in a couple of weeks once school is finished.
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Re: Abstract Map Pack 2010 ?

Post by jazzy » Sat May 29, 2010 11:33 pm

if they brought back func_vehicles id probably shit myself in the l4d2 crazytank map
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Re: Abstract Map Pack 2010 ?

Post by KoD » Sat May 29, 2010 11:50 pm

I started working on a l4d2 abstract map.
I'd be down for any game though.

Schools out for me so I have months to dedicate.
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Re: Abstract Map Pack 2010 ?

Post by Magnus » Sun May 30, 2010 12:25 am

NIPPER wrote:
joe wrote:how about a "simple" map pack with the following rules:
NOooooooooooooooooooooooooooooooooooo
I like to think that J2 mappers pride themselves on creative and high polish maps.

Not trying to be elitist or selective, but I don't think you should lower the standards as an incentive for more people to map.
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Re: Abstract Map Pack 2010 ?

Post by mR.MouseR » Sun May 30, 2010 12:36 am

building on joe's idea, you could take people's creations and mold them together, or have each person build a part, then combine, etc.
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Re: Abstract Map Pack 2010 ?

Post by KoD » Sun May 30, 2010 3:06 am

I don't think any of us want to do that.
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Re: Abstract Map Pack 2010 ?

Post by Optics » Sun May 30, 2010 11:12 am

I would love to take part I think...merging peoples room ideas in to one map would be fuckin' sweet. adds variety from more than just one person.
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Re: Abstract Map Pack 2010 ?

Post by Optics » Sun May 30, 2010 11:21 am

and it would be finished quicker if we all pick our corners, anyone else in?
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Re: Abstract Map Pack 2010 ?

Post by joe » Sun May 30, 2010 12:40 pm

i just don't like maps that aren't actually playable. the abstract maps are great to look at but to actually play on them is usually very difficult. and a map doesn't have to be shitty to be simple, it's certainly possible to make a "simple" map that is actually very detailed and complex and requires expertise and skill to create
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Re: Abstract Map Pack 2010 ?

Post by AMMO » Sun May 30, 2010 12:54 pm

I don't understand people who complain about abstract maps having bad gameplay. The layouts are no different than any of the regular maps out there. Gameplay is one of our main concerns when making abstract maps.
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Re: Abstract Map Pack 2010 ?

Post by joe » Sun May 30, 2010 1:05 pm

not true at all. dust has basically 2 or 3 hallways connecting everything. it's impossible to get lost. a typical abstract map is 4x the size of dust with 10+ hallways.
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Re: Abstract Map Pack 2010 ?

Post by NIPPER » Sun May 30, 2010 1:37 pm

They aren't as simple as dust but if you played them for more than 2 rounds and made an attempt to learn them they don't have bad gameplay. Every abstract map I've made has two main routes to each bombsite from each spawn. They're all basically giant circles with multiple offshoots connecting through the middle.

I can't believe you're complaining because the map isn't holding your hand the first time you play it. I think you're just impatient.
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