Map mostly inspired by LV-624

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RibbonFlex
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Map mostly inspired by LV-624

Post by RibbonFlex » 05 Nov 2017, 17:13

I made this awhile back when I was messing with and trying to learn Dreammaker with Baystation code.
I figured to post this in Art&Stories because at the moment I still don't know much about mapping atmos/power/area stuff to feel I'd actually help as a mapper or whatever.
Besides just placing tiles, I sprited the grass, jungle, sand, animated water, and barbwire, but that's it.

I'm happy to give the files as I don't know if I can or will finish it.


Map I haphazardly pieced together with screenshots:
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Same map but with MS paint labeling of locations:
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A bunch of screenshots of various locations,(most buildings are empty and uninteresting):
One of the warehouses:
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The empty Hydro-electric Dam
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Barbwire:
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Abunch of other close-ups:
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What I was going for with the design:
I intentionally used rock walls to section off parts of the map into individual valleys, yet having wide enough bottle-necks that both sides can't simply camp into deathtraps like I see with 2-tile wide hallways.
The idea behind this was that combative fronts naturally form along the various valleys as the battle-lines push back and forth, requiring command to use, monitor, and hold each section strategically.
Also, if its late in the round and there's that one runner that's SONICing everywhere, marines could form choke-points at key intersections of the map and cut them off from delaying the round. Hopefully, anyways.

I figured to put the Hydroelectric Dam(Engineering) in the center of the map, so engineers stationed there are in constant action, rather then growing bored in the outskirts and wandering off.



Edit: Below are some additional screenshots after some more work all over the map. I mostly tried to make things prettier all over , roads and the jungle fiona primarily:
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Swampland
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Barbwire improvements
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Some in-game screenshots without "Space" everywhere:
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Edit: Not sure why things look weird with continuity in the one below
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Last edited by RibbonFlex on 13 Nov 2017, 18:40, edited 3 times in total.

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manezinho
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Re: Map mostly inspired by LV-624

Post by manezinho » 05 Nov 2017, 17:18

Looks pretty dank man. Nice work.
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Re: Map mostly inspired by LV-624

Post by Feweh » 05 Nov 2017, 19:06

With the proper tools and sprites we have, id like this to come to be.

Please apply to the dev team, this is well done.
You can use this as a reference, as its pure quality and exactly what we need for a map.

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Mook476
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Re: Map mostly inspired by LV-624

Post by Mook476 » 05 Nov 2017, 19:09

This map looks amazing.
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Re: Map mostly inspired by LV-624

Post by Ghostdex » 05 Nov 2017, 19:10

This is pretty great.
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Re: Map mostly inspired by LV-624

Post by edgardo » 05 Nov 2017, 19:16

oh, I loved it, As feweh told you should apply for dev and make a map inspired on this piece of art
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Re: Map mostly inspired by LV-624

Post by Nicboone » 05 Nov 2017, 19:23

Im with feweh. If you arent devving somewhere else, please, apply. thats awesome.
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Re: Map mostly inspired by LV-624

Post by KingKire » 05 Nov 2017, 20:43

Nice, i love this map. Totally would play. I got bogged down with having spheres for my old map, but this ones nice

I love the mountain in the center of the map, fuckin sweet. It looks like this map would flow wonderfully.

The nexus is laid out great, the rivers are nice and fat, i love the marshy ground in the mining area, i love the warehouses. Caves are big, but not too big as to make a concentrated effort at blockading aliens pointless.

Its got 5 good sections for the map, but laid out so that theres always a wall to place your back on, not a massive freeforming area, which really does help funnel people into fighting. what a trip. I like that the entire map space is used as well. Each of the 5 sections feels like a good environment.



The chokepoints are laid out really well, so a stronger force can slowly lock down enemy areas 1 at a time, but doesnt force the enemy into a no escape situation until the very late ends of the game.

I like how the mining area is seperated from the north east caves, how the NE caves all converage into the mouth of table fort, but still has a rear exit towards the south.
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RibbonFlex
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Re: Map mostly inspired by LV-624

Post by RibbonFlex » 05 Nov 2017, 21:26

Thanks everyone, I honestly hadn't expected it to be that well received before posting, heh.

I would love to apply but I admin elsewhere currently, so that probably gets in the way of things.

Totally fine with other people using it for their own ideas though.

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Re: Map mostly inspired by LV-624

Post by Feweh » 06 Nov 2017, 12:47

RibbonFlex wrote:
05 Nov 2017, 21:26
Thanks everyone, I honestly hadn't expected it to be that well received before posting, heh.

I would love to apply but I admin elsewhere currently, so that probably gets in the way of things.

Totally fine with other people using it for their own ideas though.
If you ever leave your other server, feel free to hit us up.
We'd love to have you on the team.

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Re: Map mostly inspired by LV-624

Post by shyshadow » 06 Nov 2017, 14:04

Seriously, if this was an LV Rework, it'd be the greatest and most amazing rework of all time. It'd be a map meant to accompany 150+ players, which I don't think LV is able to really handle nor made for. Good work and I hope one day you'll join CM's Dev team.
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Re: Map mostly inspired by LV-624

Post by VitorThauma » 06 Nov 2017, 16:16

Awesome. i really liked the map and it seems to be a high pop map, for our 200 players rounds. Nice work man.
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RibbonFlex
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Re: Map mostly inspired by LV-624

Post by RibbonFlex » 06 Nov 2017, 19:29

Feweh wrote:
06 Nov 2017, 12:47
If you ever leave your other server, feel free to hit us up.
Totally! I'll definitely keep it in mind down the line if things work out that way.
Sorry about the inconvenience of it.

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RibbonFlex
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Re: Map mostly inspired by LV-624

Post by RibbonFlex » 12 Nov 2017, 14:02

Did an edit with several additional 'improved' screenshots.

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DeadLantern
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Re: Map mostly inspired by LV-624

Post by DeadLantern » 12 Nov 2017, 21:51

You can send the map to the devs so that they could implement it, if you'd like that, I'm pretty sure.
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Re: Map mostly inspired by LV-624

Post by Jimminian95 » 15 Nov 2017, 00:14

If this is being taken into consideration, approximately when will we see this in the map rotation?

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RibbonFlex
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Re: Map mostly inspired by LV-624

Post by RibbonFlex » 15 Nov 2017, 11:30

I retired from admining several days ago(mostly just wanted to take a long break from it), so I guess I'll try and apply when I can manage it.
Not to assume I'd be accepted because that'd be abit presuming/rude/whatever.

Regardless of what happens, I'm totally fine just giving the files either way. Since I don't know if I have the magic touch to like,
implement higher level stuff too well given I did the bare minimum to make the custom sprites(I think I made 120+ roughly counted) place-able mostly with one attached .dm file.

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Re: Map mostly inspired by LV-624

Post by shyshadow » 15 Nov 2017, 12:04

It's probably a sad day for the staff team that you left.
If you're accepted I'm sure you will make great additions to the server, hopefully if or when you apply. You get accepted. LV-624 just doesn't work anymore in my opinion.
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Re: Map mostly inspired by LV-624

Post by Wubs4Scrubs » 05 May 2018, 03:37

Any word on this? Just curious because the map seems like it was pretty far along in the development process and I haven't see you active anywhere in CM (forums, game, dicord, etc).

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Re: Map mostly inspired by LV-624

Post by Jaketeaking » 09 Jul 2018, 12:14

if only this was in already :(
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Re: Map mostly inspired by LV-624

Post by TastyCrabLegs » 09 Jul 2018, 12:26

This map looks great!
I would kill to play on it.
looks like a good alternative to the other more closed off maps we have Ice/Prison and a nice return to same Z level map styles.

I really like the way this is laid out
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Re: Map mostly inspired by LV-624

Post by Konstant » 02 Sep 2018, 09:19

It's great. This is LV i would love to play on.

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Re: Map mostly inspired by LV-624

Post by Build_R_ » 02 Sep 2018, 19:53

I like the diverse areas in the map, good options for multiple playstyles and the large open areas make for a good no man's land.
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