Author Topic: War Torn DM! (Fusion's App for MoB)  (Read 2747 times)

Pretty good. I've changed the way people get in to the clan though. Instead of yeses you get rated out of ten by HellsHero and I. Then if your score is over fifteen, you are in. I'll contact Hells and get him to rate it. And you know you need a build application still, right? Or is this both?

7.5/10

HellsHero and I.
what about me... the first co leader... i'm offended

isn't this a build? Or do you mean events or something?

So its a box with a bunch of scattered stuff.


As far as DMs go a rule of thumb is to actually have terrain. Seek inspiration from games like Doom and TF2 as to how a DM should be built.


Case Study: Team Fortress 2 Arena_Ravine



Key
ColorisWhat
RedisRandom Object
TealisDetail
BlueisUpper Area
GreenisLower Area
PurpleisStructure
Lets examine:
First, we have the Upper Area, this area is large and flat. Large, flat and plain areas should be avoided, so we have our Random Object. The Random Object obstructs vision and helps to eliminate the flatness. This Upper Area borders the Lower Area via a ramp, and the Structure via a bridge.
The Lower Area provides our elevation difference-- one elevation throughout leads to large flat plains. Notice how the Upper Area uses Random Objects to provide it's cover and obstructions, but the Lower Area uses the Structures that are built into it.

So, there are two Upper Areas(one on the other side that you cannot see in this image) that are separated by the Lower Area and the Structure. The Lower Area provides a movement obstacle where the Structure provides a vision obstacle.

Our Detail sits around and makes everything look pretty.

Back to your build. In this situation we have
Main area
3 Upper Areas
A stuffload of Random Objects
1 or 2 small structures

The issue? The height difference should almost always be in the center of the map, while you have it placed in the corners. Random objects should be used carefully while large structures and height differences should cover everything else. For convenience(although not necessary, but will make the height difference areas more used) the height difference areas should be accessible by ramps.
Another issue is that you have several Mounds but never commit to any real height difference. Because there are no height differences and no large structures in the central area, the central battlefield becomes fairly easy to see through. Because of the maps build, the central area will most likely be the most used.

A quick thing on drawing people to specific areas: players are drawn to weapon locations and health pack locations. Place them where you want the fighting to happen.

Note that this is talking about DMs with rectangular layouts of the "Battlefield" theme. Other cases require different works and this is catering to a specific kind of DM.


Anyways, this has been Rky being too lazy to write a complete guide, but not lazy enough to not give a mini guide.
« Last Edit: January 16, 2009, 11:59:02 PM by rkynick »

I like that turret a lot in that second picture, but the rest of it is Eh.

Off topic: I see now pics! Great!
On topic: pretty good!

i would suggest to expand it? it looks a little cramped to me

I know, I tried to have a bit of terrain. I didn't get that much, and this is the first DM that I have made. Also, thanks for the helpful criticism. I will make it better next time.
« Last Edit: January 17, 2009, 11:25:07 AM by Fusion »

Anyways, this has been Rky being too lazy to write a complete guide, but not lazy enough to not give a mini guide.
lmao


No one cares what bitches think.
Reread, he used a double negative.
Now don't you look like an idiot?

Reread, he used a double negative.
Now don't you look like an idiot?
I appreciate the support.
:)

It looks quite decent, but there doesn't seem to be much cover.
I think I'll rate it 7.8.

Looks like your build application suffices. Now just make an evented build, a build with events, and you will be in.