Jump to content


WG should publish a map editor and run a new map creation contest


  • Please log in to reply
18 replies to this topic

qpranger #1 Posted 03 July 2017 - 02:45 PM

    Major General

  • Player
  • 30697 battles
  • 5,061
  • [T-D-U] T-D-U
  • Member since:
    12-25-2013
Let the community create a few new great maps, surely this cannot hurt anyone?

MarcoStrapone #2 Posted 03 July 2017 - 02:46 PM

    Warrant Officer

  • Player
  • 32525 battles
  • 707
  • [-GODS] -GODS
  • Member since:
    08-11-2013
yeh, let us take control over this game.

Jigabachi #3 Posted 03 July 2017 - 02:53 PM

    Field Marshal

  • Player
  • 17746 battles
  • 17,617
  • [T-D-U] T-D-U
  • Member since:
    08-12-2011
That is a very difficult thing to do for devs, it only works if the developers actively support that. And since WG is completely incompetent in that regard, that won't ever happen.

Kozzy #4 Posted 03 July 2017 - 03:08 PM

    Captain

  • Player
  • 38497 battles
  • 2,292
  • [EAB2] EAB2
  • Member since:
    06-29-2011
The amount of maps that get submitted not in the shape of, or containing giant cocks will be close to zero.  Also, have you seen how the maps are actually modelled?  This isn't like making maps in some late 90's RTS, it is UBER complicated.  It's not as simple as manipulate a mesh, applying textures and then plonking on assets.

Coopsjc21 #5 Posted 03 July 2017 - 03:14 PM

    Warrant Officer

  • Player
  • 8078 battles
  • 643
  • [PREDS] PREDS
  • Member since:
    07-14-2015
Wake Island.

AvengerOrion #6 Posted 03 July 2017 - 04:04 PM

    Warrant Officer

  • Player
  • 25317 battles
  • 991
  • Member since:
    12-21-2013

View PostCoopsjc21, on 03 July 2017 - 03:14 PM, said:

Wake Island.

 

As much as I love that old BF1942 map, sadly it would be one long chokepoint.

AvengerOrion #7 Posted 03 July 2017 - 04:12 PM

    Warrant Officer

  • Player
  • 25317 battles
  • 991
  • Member since:
    12-21-2013

View PostKozzy, on 03 July 2017 - 03:08 PM, said:

The amount of maps that get submitted not in the shape of, or containing giant cocks will be close to zero.  Also, have you seen how the maps are actually modelled?  This isn't like making maps in some late 90's RTS, it is UBER complicated.  It's not as simple as manipulate a mesh, applying textures and then plonking on assets.

 

Having actually mapped before and seeing their unfinished maps on supertest pictures, 80% of the work seems to be manipulating meshes, add some solids, applying textures and then plonking on assets.

Danger_UXB_ #8 Posted 03 July 2017 - 04:32 PM

    Captain

  • Player
  • 9306 battles
  • 2,497
  • Member since:
    03-07-2013

View Postqpranger, on 03 July 2017 - 01:45 PM, said:

Let the community create a few new great maps, surely this cannot hurt anyone?

 

I had a few ideas a while ago:child:http://forum.worldoftanks.eu/index.php?/topic/540739-if-wg-needs-help-with-any-new-maps4-updated-100716/#topmost

 

 

Quote;...

 

Ive always been fascinated with this area of France where the Allied troops got bogged down in the weeks after the WW2 Normandy landings ...For 3 months!!..And you can see why...

 

What you have is rolling hedgerows and small fields...https://Posted Image

 

 

....Dense foilage,Hills and dips in the ground....http://Posted Image

 

 

.No problem you for tanks you say??....You could never be more wrong as the in some places the hedgerows formed natural barriers for tanks (Tank traps)http://Posted Image

 

...and http://Posted Image...http://Posted Image...But then these can be considered 'Natural' tunnels for flanking or even Heavy tank,TD use??

 

 

 

So the Point of this topic is that i was trying to look into mabye trying to design a map that incorporates alot of V/R mechanics that is pleasing to all tank classes (Considering the recent map topics)

but unfortunately i dont have the pc skills...But i guess i dont need them i found this..http://Posted Image

 

 

This map has everything...North and south towns will give cap cover...Lower dense forest to the right that will please scouts and TD,s...Hills on the left for the Meds/Scouts....And dense foilage in the 

middle that should please all classes if they incorporated some 'Impassabe' hedge lanes that can be used as flanking tunnelshttp://Posted Image.

 

 

 

So WG if your there this is my 1 hour attempt to point out to you how easy it is to please all classes of tank... but without having a map with just 3 lanes??..

 

 

..Bring back maps with foilage so V/R mechanics can be used and abused is what i say

 

 

And PS (Tunnels/Lanes dont have to go North to South...They can go East to West aswell)=Flanking!!

 

 

...Anyone else got any more map ideas??

 

=========================================================================================================================================================

 

MAP NO.2.... 

 

 

I found this Ariel shot of a AA gun battery and i think with a few adjustments it may well be a fun/Decent map for all classes??..

 

http://Posted Image (See link for bigger pic https://www.google.co.uk/search?q=Large+riverbed+pics&espv=2&biw=1920&bih=955&tbm=isch&imgil=Gr-gqQNrjUM1PM%253A%253BM1wQ_1Bu7XafuM%253Bhttp%25253A%25252F%25252Fwww.zazzle.com%25252Friverbed%2525252Bgifts&source=iu&pf=m&fir=Gr-gqQNrjUM1PM%253A%252CM1wQ_1Bu7XafuM%252C_&usg=__1Sc5QBXjRj6k6lalsGSE8G-vk_s%3D&ved=0ahUKEwj34-Oq4tjJAhWEvBQKHR9cCMgQyjcIOA&ei=O1ttVrfaH4T5Up-4ocAM#tbm=isch&tbs=rimg%3ACT3L3RFwBsjwIjh30BvD8wqw5qaYt74iDeV7rsQCu2opJx6NK6RL8mCdew04gKHhh-udW6KZDR86PWPVJinEHZA8MCoSCXfQG8PzCrDmEQAsZZHoZY0oKhIJppi3viIN5XsR0LuFKY2oQv8qEgmuxAK7aiknHhE11DXK07c6dCoSCY0rpEvyYJ17EYgPTn88i2IGKhIJDTiAoeGH650RnMfa7OISWxQqEglbopkNHzo9YxF_1s0vhtbJWhCoSCdUmKcQdkDwwEZ0d9xi4hGr4&q=malta%20bunkers%20terrain%20pics&imgrc=PcvdEXAGyPBZLM%3A)

 

...ie if you took the North western third of the map and made it a cliff face that incorporated interlocking tunnels that could be entered and exited in a few places??..

http://Posted Image..

 

...The top of the hill could be open with pill boxes/Air vents to use as cover??http://Posted Image  ...Andhttp://Posted Image

 

 The tunnels if entered could give firing angles on to the middle of the map??http://Posted Image...andhttp://Posted Image

http://Posted Image ...(But of course remember that if you enter these tunnels you will lose your radio signal??):B

 

 

The AA bunkers in the middle of the map might be better having a roof on so you have arty cover and cant be flushed out too easy??;)http://Posted Image

 

and mabye the lower S/E corner might be better with heavy foilage covering these shell craters??http://Posted Image So as not to make firing cover from the

mountain tunnels to OP??..

 

 

So im just playing around basicly using my 'VERY' limited pc skills to come up with an idea or 2 for a few maps that could be pleasing to all tank classes:)

 

 

You guys got any map ideas??...Feel free to add to this post:)

 

 

(First image is so small so added this link to all picshttp://imgur.com/a/JEPCK)

 

                                  ===============================================================================================================================

 

 

MAP NO.3.....

 

So i was thinking about some type of map that might actually promote a bit of 'Close quarters' combat? (CQ combat= Fun)...mabye something for the lights and meds to do well in.. but at

the same time something that for the heavys and TD,s to do well in they would have to create a bit of teamplay and work together??..

 

..In this type of map there should be no 'Stale mates' (Camping)... as i think mabye the best 'Aggressor' wins?...Its about time we had a new desert map anyway?

 

 

 

 

 

As you can see above also we could have a bit of foilage here and there so that using your cammo abilities is at least possible?

 

...Other shots to follow...

 

 

 

 

...Maps along these lines also might be a nice little change of pace from the usual ''Pre-Determined position'' corridor maps?? and also might actually be nice to get in a light tank as their

agility would prove invaluable in a free flowing map?..

 

 

 

 

More food for thought..

 

 

 

Anyway as stated above...'' im just playing around basicly using my 'VERY' limited pc skills to come up with an idea or 2 for a few maps that could be pleasing to all tank classes''

 

Have fun out there.

 

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

MAP NO.4...

 

This map might be better used in the higher tiers? (Mabye tier 6 and up?)...then players that can appreciate having a 'lost dynamic' in the game (Cammo and vision control use and its benefits?)

 

...Players might actually appreciate playing this type of map?? (Off topic but one thing i cant understand is why WG negate the use of vision control/Cammo use and its benefits?...and in fact why

 

have them at all if we cant use them on most maps?? (Apart from the odd scrawny bush)...

 

 

....If you like using your vision and cammo then the likes of this map might just be right up your street??...Let me introduce to to the 'Ardennes forest'...

 

(This map is just throwing ideas out there and does not have to be as shown in the pc?)......(It could be 3 -5 valleys along these lines??)...

 

 

...So as stated (Many times above) i am just using my VERY limited pc skills to come up with an idea or 2 that might be pleasing to all tank classes

 

 

...Ardennes....

 

 

https://upload.wikimedia.org/wikipedia/commons/f/f6/Frahan_JPG01.jpg

 

https://en.wikipedia...eau_du_Géant_(1)JPG.jpg

 

 

....Is it too much to ask to see maps and scenery like this in the game?....:)

 

 

Have fun out there:)

 



Laatikkomafia #9 Posted 03 July 2017 - 04:36 PM

    Brigadier

  • Beta Tester
  • 21299 battles
  • 4,224
  • [ELC-P] ELC-P
  • Member since:
    12-27-2010

I would really like the idea of a map creation contest. But the reality is, due to the playerbase, the winning map would most likely be something like this:

 



Jigabachi #10 Posted 03 July 2017 - 07:00 PM

    Field Marshal

  • Player
  • 17746 battles
  • 17,617
  • [T-D-U] T-D-U
  • Member since:
    08-12-2011

View PostLaatikkomafia, on 03 July 2017 - 04:36 PM, said:

I would really like the idea of a map creation contest. But the reality is, due to the playerbase, the winning map would most likely be something like this:

I'm not entirely sure, but I think I made this when the game was about to get castr... err... corridorized. It's quite similar:

 


Edited by Jigabachi, 03 July 2017 - 07:02 PM.


AliceUnchained #11 Posted 03 July 2017 - 07:20 PM

    General

  • Player
  • 37820 battles
  • 8,520
  • [322] 322
  • Member since:
    10-18-2011

I'd go one step further and suggest making it open source...

 

Surely dedicated, talented players can do a better job and introducing new vehicles and balancing existing ones.


Edited by AliceUnchained, 03 July 2017 - 07:21 PM.


WindSplitter1 #12 Posted 04 July 2017 - 01:56 AM

    Lieutenant

  • Player
  • 14279 battles
  • 1,716
  • Member since:
    02-07-2016
I like the idea.

Laatikkomafia #13 Posted 04 July 2017 - 04:32 AM

    Brigadier

  • Beta Tester
  • 21299 battles
  • 4,224
  • [ELC-P] ELC-P
  • Member since:
    12-27-2010

View PostJigabachi, on 03 July 2017 - 08:00 PM, said:

I'm not entirely sure, but I think I made this when the game was about to get castr... err... corridorized. It's quite similar:

 

 

That would be the HD rework.

SABAOTH #14 Posted 04 July 2017 - 07:26 AM

    Major

  • Player
  • 36256 battles
  • 2,872
  • [-133-] -133-
  • Member since:
    08-28-2011

They could rip off few maps from company of heroes if they are short on ideas.

 

Contest would be good, for sure some good content would come out. But if the engine does not support an easy map editor is rather difficult this will ever happen.



LanguishViking #15 Posted 04 July 2017 - 07:44 AM

    Warrant Officer

  • Player
  • 23131 battles
  • 744
  • Member since:
    10-15-2015

 

 

Posted Image



lonigus #16 Posted 04 July 2017 - 07:51 AM

    Lieutenant General

  • Player
  • 32631 battles
  • 7,967
  • Member since:
    09-26-2011
Hidden Village was my favorite. Creating a beatufill map that works in general, but completely ruin it by making 40% of the map a huge mountain just for the looks... Same goes for Sacred Valley...

NiemandXL #17 Posted 04 July 2017 - 08:00 AM

    Major

  • Player
  • 37955 battles
  • 2,934
  • Member since:
    01-30-2013
I like the idea. Because after around 3 years of Wargaming releasing nothing but garbage maps it's probably our only chance of ever getting new maps that are not terrible.

Edited by NiemandXL, 04 July 2017 - 08:56 AM.


veso_vn #18 Posted 04 July 2017 - 08:54 AM

    Lance-corporal

  • Player
  • 18613 battles
  • 72
  • Member since:
    08-23-2014
vote +1 :D

IncandescentGerbil #19 Posted 04 July 2017 - 10:07 AM

    Second Lieutenant

  • Player
  • 35597 battles
  • 1,443
  • Member since:
    11-24-2015
Sadly, players would produce good, balanced maps, which would enable a fair fight without recourse to gold spamming. WG doesn't like that sort of thing.




1 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users