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What makes a good invasion map?  XML
Forum Index -> UT2004 DisastrousConsequences.com
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Tidu!

Dominating
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Joined: 12/20/2004 14:32:15
Messages: 231
Location: Hatboro, PA
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I'm going to start on a new map soon and was thinking of having it be DM, but gearing it a little more towards invasion. What kinds of elements in maps do you think make them good for invasion?

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this is tidu
Thanks to KohanX for the avatar
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v0rTeX

Wicked Sick!
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Joined: 12/19/2004 20:59:52
Messages: 562
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Plenty of space, and yet many corners to turn so you can lure enemies to you.

No hiding spots like the rafters in a ceiling or other silly things.

Include every gun as a pickup at least once. I hate maps that leave out the flak or the shock.

If you put a redeemer in, make it somewhat hard to notice unless you are looking for it.

Maybe a teleporter or two? (Optional)

Just my two cents about some of the things I like to see in a map.
Chyster

Wicked Sick!
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Joined: 02/08/2005 20:26:37
Messages: 573
Location: Victoria, TX
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Keep the low level players in mind. If its a big map, put 2 of the better weapons across from each other on the map.

Multiple levels, but not a verticle map like IfullTower.

Use open spaces for snipers but have stuff you can duck behind.

Don't use teleporters 'cause pets jamb them up.

Make elevators big enough for several Warlords to get up, otherwise they will get plugged.

Keep the FPS in mind when using custom textures, and good luck.

If at first you don't friccasee, fry, fry a hen.
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