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I am tired of having nobody use my maps, so I ask the question,

What do you like to see in Team Scrum Maps?

I want to make more maps that actually get used. I will release the mission file along with the terrain.

Saturday, September 24, 2005 at 8:20:24 PM

This is exactly what I like to see:

--All mods should have some sort of flow in the terrain, not some randome hil here, and then some hole there. It should be the same quality as the original maps made by TT.

--They should probably have the same shapes, but that's not as important to me.

--There should be arrows and bumpers in the right places, so that if you get one, it will bring you to the right place.

--The tanks should have no changes and there should be no weapons, save those for the BMs.

--The maps shouldn't be to big.

--And abbsolutly no codes besides ping, stats, etc. For basic players. They just seem to ruin the game!

This is my oppinion for a good scrum server! XD

Saturday, September 24, 2005 at 9:31:44 PM

Room for creativity.

Saturday, September 24, 2005 at 10:51:57 PM

Best TS map should have an anticamper bounce pad, arrows that take u near goals but not in or on them an then change direction, an altitude radar, aggresive scrumball, some hovering goals to trick the bots and pools of fog around the goals with bounce pads outside the pools. This would be awesome! XD XD XD B)

And of course, Island Hopping being needed to get to the goal! XD

Or a mod with four islands and small castles on two(this is TS map). Each castle has a fog moat and bounce and arrow pads with goal in one castle and ball in other. But I guess thats more of a CTF map instead.

Last edited: Monday, September 26, 2005 at 3:42:26 PM

Sunday, September 25, 2005 at 7:05:13 AM

I would say that my criteria would include
Arrows and bounce pads that keep you on the map
A med to small play area. Say set mission to 348 x 768
and only fill half that with land
Also the scrum must stay in 90% of the time so test the drops
Nothing is more boring than chasing bad/out of bounds flags
Oh and clearly defined kill zones
Like to know where the edges are.

 

Sunday, September 25, 2005 at 7:31:18 PM

Maybe some hills and trees for challenges.. Anti camper goal too lol

Sunday, September 25, 2005 at 9:40:27 PM

Island Hopping which we never see on MOD's and it would be super fun. Put boost pads with arrows so we can hop to other islands.

Sunday, September 25, 2005 at 11:39:18 PM

Yes! Island hopping XD.....CB can to it in his TB maps.....so...why not in scrum 8o

:) ,
Niko-ST-

I use multi-billion dollar military satellites to find tupperware hidden in the woods... What do YOU do?

Monday, September 26, 2005 at 12:11:05 AM
KC

Hi Racer. I've never been to your mods, but will visit sometime. I will just describe my preferences.

1. The terrain: Me personally, I am a "speed freak", so I like maps I can turn into my own race track. I love curving/climbing/descending/high flying/non-stop, flowing terrain. I do feel there should be some difficulty from rocks,trees, whatever, but offers a way through/around w/some skill.

2. The arrows: I like these to be placed in such a way that will allow me to travel the entire map, and back again, although not to replace "running" entirely. ;) This is especially true in "large maps". No bigger downer than to respawn in Timbuktu :[ , or have to cross China with the flag while smoking, and everyone is on your back. 8(

3. The pads: These seem to be hit or miss in some maps. I don't like to see them just laid out anywhere. They should offer a "real" advantage to the player if used right, either in scoring, advancing or escaping. ;)

4. The map: All of the above elements should compliment each other to create one flowing theme that will enhance and not interfere with the experience. Though the map should offer truly challenging scenarios, it should never frustrate. With enouph patience, practice and skill, a player should be able to eventually master it. That's when the fun really begins for me! XD

Thx,

KC

Last edited: Monday, September 26, 2005 at 2:21:30 AM

Monday, September 26, 2005 at 1:36:42 AM

Once ive used pads to a clear advantage in DB-something. It was a lonely, empty mod with only me in a med tank and bloblub in a light. I got the scrum ball and clearly faster, bloblub had an easy chance to grab it. But I got a lucky arrow pad and it took me straight to the goal from other end of map and I scored! %)

Monday, September 26, 2005 at 3:46:37 PM
KC

Racer, one more thing. If you are interested in an "anti-camping" measure, then I would suggest either placing "kill fog",tightly around the goal, or one bounce pad in the goal. ;)

Last edited: Monday, September 26, 2005 at 9:15:26 PM

Monday, September 26, 2005 at 9:13:42 PM

I will consider these things when making my next mod, thanks all!

Monday, September 26, 2005 at 11:02:48 PM

People he is asking about Team Scrum! (shakes head in wonderment) anti camping and island hopping...sheesh

What I like in a TS Terrain:
A play area that is not too big.
A combination of lush hills (smooth) and frantic hills (angular).
A main area where the action will be as opposed to along the perimeter.

What I like in a TS Mission:
Well placed multi-directional boost pads. /Arrow set!
50% of the goals should be in the main area with the other 50% spread around the perimeter.
Aerial entry into goals. Via jump pads, angular sides, or rocks you can bounce off of.
Escape routes. Boost pads that are placed on the back side of a mound or edge.
Combo pads (boost and jump) that get you across when in a hurry.( for the larger maps)
Power ups that are in your way not out of the way. Meaning, along paths that are most likely to be taken.
I hate poorly positioned rocks and trees. They should not be in the path of the boost arrow or where you will land on them coming over a hill. Or should they...hmmm

MAX

Tuesday, September 27, 2005 at 1:54:15 AM
KC

@Max,

 

Anti camping and island hopping...sheesh

 

Well Max, just for me personally, I don't like camping at all no matter what the game, but realize it's a part of it never the less. Fine w/me, but would like to see some control in it. In otherwords, I personally hate to have to actually STOP in order to do what when someone is in the goal? I'd rather see them near it ready to try and steal, instead of just "bumping" me w/no place to go. I may not have ammo to pelt his tank into oblivian, so then what? Do I run away from the goal and hope he comes after me. Do I hope a bot or Tmate gets him? I just don't think there's any challenge for him that way. I don't usually see the vets doing this. They hang out around the goal if at all. When I do eventually make a TS mod, I'm going to incorporate such measures. Not to prohibit "camping", but to downscale the extent w/which it's deployed. Hang back at the goal, np, but please don't just "sit" in it. You should have to work a little bit too. Just my feeling on it. :)

Last edited: Tuesday, September 27, 2005 at 2:24:04 AM

Tuesday, September 27, 2005 at 2:17:20 AM

It was just that Anti camper is mentioned several times in this thread and never really an issue in TS that I play. Camping is accepted in TS game play and all there is to do about it is clear the goal.

As far as sitting in the goal, nobody that I play with ever actually sits in the goal. It is a bad strategy because you cant see and have to back out then back in to score.

I acknowledge the whole camping thing by making this point; to deal with TS players at the goal.
Aerial entry into goals. Via jump pads, angular sides, or rocks you can bounce off of.

Why make some complex script to deal with the rare looser who thinks sitting in the goal is a good idea?
when I can just fly over them anyhow, you know?

~z~ made a anti-camper script for indie scrum that killed you if you sat in the goal but all you had to do was hang out outside of the fog zone. So it was not that effective in the end.

MAX

Tuesday, September 27, 2005 at 2:54:05 AM

Unless the goal is on flat ground, you are out of ammo, and you have no teammates, campers are a non-issue.
( we've been over this )

Tuesday, September 27, 2005 at 4:55:17 AM
KC

@MAX,

 

Aerial entry into goals. Via jump pads, angular sides, or rocks you can bounce off of.

 


Excellent point!
I will say that I think that is the best idea. B) My original intent in mentioning the "anti-camper" thing, was in reply to the many mentions of it like you said yourself. I like your ideas, as well as the others mentioned here in general. I want to start modding now, and this thread has really given me some very important considerations to make before creating my own TS mod. I think I would have made my first mod rather unpleasant for the serious TSer otherwise. I'm as new as spring grass when it comes to modding. Thanks Racer for creating this thread! :)

 

Tuesday, September 27, 2005 at 5:00:00 AM

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