My Command Maps (ideas needed)

Everything about GhR and its mods.
Post Reply
Dark uk
Operative
Posts: 169
Joined: Sun Jul 25, 2004 1:06 pm

My Command Maps (ideas needed)

Post by Dark uk » Mon Aug 01, 2005 11:18 am

Well I saw the Creating Command Maps article on the main site and it got me in the mood to give it a shot.

So here is my first attempt and I would like feedback and suggestions on how to improve it.

Image

What would like to see on a command map for both coop and adv needs?
Thanks for any suggestions, I'll try my best to do all the maps in Org and of time the DBLs and MP2.
Image

Monoman
Site Admin
Site Admin
Posts: 2662
Joined: Sat Aug 16, 2003 11:26 pm
Location: Planet Bob
Contact:

Post by Monoman » Mon Aug 01, 2005 2:11 pm

The map looks great. Not sure what you could improve on.
Kansas....Like Paris Hilton: White, Flat, and Easy to Enter. -- Conan O'Brien

Masturbation is like procrastination, they're both great until you realize your screwing yourself.

MGM Discord | MGM Chat
MGM Sig

Dark uk
Operative
Posts: 169
Joined: Sun Jul 25, 2004 1:06 pm

Post by Dark uk » Mon Aug 01, 2005 2:34 pm

I'm gonna try to get more multi-colouring like this:

Image
Image

User avatar
ingeloop
Newbie
Posts: 36
Joined: Fri Oct 01, 2004 1:01 pm
Location: stockholm, sweden

Post by ingeloop » Mon Aug 01, 2005 4:13 pm

i think the map look real good and look forwrd to DL a set of
these colored maps :)

Doc Froyla
Peon
Posts: 51
Joined: Thu Jan 13, 2005 3:43 pm
Location: san francisco
Contact:

maps

Post by Doc Froyla » Tue Aug 02, 2005 7:39 am

Hey these look great.......very professional-looking.
And you sank my battleship. (child's grid game...) 8)

Vir2L™
Ranger
Posts: 710
Joined: Thu Apr 08, 2004 1:58 am
Location: Lake Tahoe, CA.
Contact:

Re: maps

Post by Vir2L™ » Tue Aug 02, 2005 7:30 pm

Grids look very nice.... i made some grids for SOG, but they really aren't quite as technical as those ones. I thought the way I did em was time consuming enough. hahahaha.

Anyhow, if you do finish those, I would love to get my hands on them.
Doc Froyla wrote:And you sank my battleship. (child's grid game...) 8)
lol... back in the day when it wasn't electronic.
Image
"You can't spell slaughter without laughter."

Blade
Veteran
Posts: 323
Joined: Sun Aug 08, 2004 7:30 am

Post by Blade » Tue Aug 02, 2005 8:36 pm

I think it's nice you represented landmarks with text. Makes things a lot easier. And, forgive me, but, what are the large numbers denoting?

User avatar
ingeloop
Newbie
Posts: 36
Joined: Fri Oct 01, 2004 1:01 pm
Location: stockholm, sweden

Post by ingeloop » Tue Aug 02, 2005 11:55 pm

my guess is that they represent sectors?
a more rough area description?
but it´s my guess.

/ingeloop

Monoman
Site Admin
Site Admin
Posts: 2662
Joined: Sat Aug 16, 2003 11:26 pm
Location: Planet Bob
Contact:

Post by Monoman » Wed Aug 03, 2005 1:15 am

The numbers would represent team spawn points. Helpful in cbs when trying to figure out where the other team spawned.
Kansas....Like Paris Hilton: White, Flat, and Easy to Enter. -- Conan O'Brien

Masturbation is like procrastination, they're both great until you realize your screwing yourself.

MGM Discord | MGM Chat
MGM Sig

Dark uk
Operative
Posts: 169
Joined: Sun Jul 25, 2004 1:06 pm

Post by Dark uk » Wed Aug 03, 2005 9:11 am

Yep Monoman is right, its spawn points. Something thats very handy for me as I always forget where the spawns are and I cna work out from them where they might be coming from and where is safe to run through at the start of the match.

And for Cbs where you can jsut say "They spawned at 2" instead of trying to describe the area.

they could also represent sectors like ingeloop said for coop. Like "there are afew tangos in the 2 area" or "i'm heading to 2".
Image

Post Reply

Who is online

Users browsing this forum: No registered users and 39 guests