Hi Ben, thanks for your comments
Wall of text incoming so brace yourselves!
The ladder texture is from ste.sty and is tile number 457 and is added in a block right next to the tower struts (which use tile 463) and set to "flat" on the up tile (assuming you go by up, down, left, right and top) and setting it to "flip" so it doesn't look reversed on the other side (if that makes any sense - use flip on guard rails on slopes and you'll see what I mean). It was a toss up between using bil.sty and ste.sty for their military tiles and I went for ste.sty to make it have a "cleaner" look. Plus, the grass tiles with the dirt tracks add to it too I feel.
I learned from my old stuff that I didn't do a lot of shading and figured I'd try it out on this. Also, adding things like trees and the crates I love adding to add an "atmosphere" to the level. It's little things like that people don't usually recognise when they are there and in place but sticks out like a sore thumb when they are missing! This also applies to using well placed objects (like tyres, oil drums etc). 1,2 & 3 -
The main bases were designed (I say that lightly - not much design finesse in making a cube
) to be large enough to allow the players to spawn (easy enough as they can be 1 cube from each other), enough space for the vehicles (both the normal "boring" drive around vehicles (aka the jeeps) and the APC for capture the vehicle, garage space (double spaced garage also means it goes in pretty deep so you don't get the dreaded "crunch" of hitting a wall, and no-one likes navigating a wide vehicle into a small garage door at high speed!), space for weapons (double of everything - can't have them too close to each other) and other stuff.
However, the overall height of the bases could be brought down by one level (faster to climb/get down). When I was making the map I didn't actually decide on what the theme would be so added a bit of everything as a "just in case". Ideas ranging from your classic death match to team death match (the map would be far too big for that), hoard (collect bits from around the map), assassination, capture the intelligence (with briefcases) and finally capture the vehicle were thought up. I could spruce the design up a bit with interesting slope/roof types but I could see it as getting in the way, although the only reason (currently) to go up to the roof is to collect the Electrogun spawns.
The little buildings in "no-man's land" were to add a little bulk to the map and give players a little reward for climb up it (so far it's invisibility but very close to rocket launcher, fast reload and double damage). Easy enough to run up the ramp and jump and they are only small buildings (3x3x2) but I see them more for people who are respawning (or nasty folks who want to have invisibility while driving the tanks). Overall, I want to try and leave the design as open as possible if I decide to do different game mode(s) in future. We shall see! 4 & 5 -
Other than to look interesting I can't personally see the reasoning behind this. I would like the sound of it in single player where you have time to "explore" but multiplayer can (and is) fast paced. Seeing where slopes are at an angle can be a pain! 6 -
Sea defences? I'm not really sure how I'd go about designing something like that? Are you on about things like a beach with guard towers, mines, barbed wire fences and the likes? That sounds like a good idea for a new map/game type (invasion?) but it'd be hard to reverse the attackers/defenders if the level is designed in one way (everything leading up to a single point/area). 7 & 8 -
More eye candy?
Do-able but they'd be out of the way, and the map size is actually (surprisingly) too small for those right now! 9 -
Mess hall/canteen, not really sure if you mean it as another building (with different textures?) or something you can "enter" (straight forward designing a building that has no roof but surrounded by walls with a unique floor texture and see-through windows. bil.sty is excellent for that, ste.sty, not so much. 10 -
Target range would be fun but rather limited by textures. Could use a certain floor with marks on it with lines to shooting area and target area (with grass bank behind it?), although can't think what the target could be. Maybe a burned out car or something? Those, however, crash the game if they "explode". Making them bullet/fire/rocket proof is one way but they can still be nuked by electrogun and things exploding right next to them (such as an exploding car making a chain-reaction). 11 -
Now this is one that would really be difficult to do depending how you look at it. From a "role-playing" perspective I'd design it using things like barbed wire, wooden poles, dips and the likes which the player can't interact with (as such). But for real players I could see it as actually jumping from box to box, doing certain things to get up slopes, tricky sideways jumps and avoiding mines etc. Molotovs -
Yes I can easily add them. It would actually be good to place them on the platforms in front of the bases (near the electroguns) to rain fiery death upon hapess victims stealing your APC (or just because you can!). West - East -
I didn't actually think of this until I play tested the garages and found the north base garage a little harder to see than the south one, hence I added tyre tracks and placed the chevrons on the floor marking where to go. In fact, I see the problem is the steps up to the second roof section as it partially obscures it if you are directly above it and not moving. They are both far easier to see when you are at least walking, and anything speedier (provided not too fast) makes it much easier to see. Either way I'll move the offending steps out the way.
Phew. Some interesting comments and hopefully answered them as best I can. I think a lot of your suggestions would fit very nicely into a completely new map/game type (briefly described above) which I could have a bash at in future (I've thought of two distinct map types, one an invasion type map on beach etc with another one being an obstacle course from hell (jumping from crate to crate, driving small distances, shooting and destroying power generators to access new areas etc - tests your moving skills AND shooting skills!) which would be fun to try).
Lot's to think about