The reimagining
The reimagining
I was playing Gimble and I'll Dance one day and I realized how cool it was to have such a variance from each map. I've decided to take a few classic net maps (at least three) and reimagine them with new unit layouts and terrain. My first undertaking is a redo of Raid on the Plains.
I've made the entire map green and lush and run a shallow river through the old dry rock bed. Currently I'm in the process of reworking the units for a light and dark variant -- something that has a very unique feel that's different from the old map with the myrk giant. I've also taken the flag count on territories and modified them to include less flags on lower difficulties and more on higher ones. Taking a feather out of Phoenix Falling's cap, I've added an untradeable trow on legendary to all game types except assassin where the trow is the assasin target no matter the difficulty.
A lot of work and thought is going into this project. It will NOT be a haphazard defilement of our old favorites and I hope to be able to share the first map -- which I've entitled Little Raid on the Prairie -- with the public via a beta test within a few weeks' time. While I'm doing well right now on this project as a solo effort, I'd like to solicit some suggestions for the second and third reimaginations. Anyone have some good ideas as to how to take a classic map and remake it with a familiar feel while adding fun, new variables to gameplay? I'm open to lots of suggestions.
Stay tuned to this thread for details on the beta.
I've made the entire map green and lush and run a shallow river through the old dry rock bed. Currently I'm in the process of reworking the units for a light and dark variant -- something that has a very unique feel that's different from the old map with the myrk giant. I've also taken the flag count on territories and modified them to include less flags on lower difficulties and more on higher ones. Taking a feather out of Phoenix Falling's cap, I've added an untradeable trow on legendary to all game types except assassin where the trow is the assasin target no matter the difficulty.
A lot of work and thought is going into this project. It will NOT be a haphazard defilement of our old favorites and I hope to be able to share the first map -- which I've entitled Little Raid on the Prairie -- with the public via a beta test within a few weeks' time. While I'm doing well right now on this project as a solo effort, I'd like to solicit some suggestions for the second and third reimaginations. Anyone have some good ideas as to how to take a classic map and remake it with a familiar feel while adding fun, new variables to gameplay? I'm open to lots of suggestions.
Stay tuned to this thread for details on the beta.
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- Baron LeDant
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And then of course there is the Winter Map Pack which is several Bungie net maps 'winterized'.
Lots of Myth stuff at http://mythgraveyard.org.
Sometimes I put hard to find stuff in my my Udogs folder.
Sometimes I put hard to find stuff in my my Udogs folder.
Oh definitely! I am all for new maps and new map variants of old favorites.Frumius wrote:none of the above is to say nay to this project.
Sounds good to me, Anthson
In general I am a big fan of not recreating something that already exists, so I'd rather see something new than 12 minor variations of the same thing, but I don't get the impression that's an issue here.
Lots of Myth stuff at http://mythgraveyard.org.
Sometimes I put hard to find stuff in my my Udogs folder.
Sometimes I put hard to find stuff in my my Udogs folder.
enough with Raid allready! (I HATE THIS F-ING MAP GD IT!)
Other then that sounds like a cool idea.
I would like to help test if you can get a little tester group together.
mmmm Four seasons on each map... Winter, Spring, Summer and Fall.
Sounds Persistant world-ish!
You might want to just design some all new netmaps as well, since what you are doing requires a lot of work anyway.
Im not sure how many you could get to DL your stuff if its mostly the same meshes with a new C map. Just something to keep in mind, Now go create your art!
bloop!
-Renwood
Other then that sounds like a cool idea.
I would like to help test if you can get a little tester group together.
mmmm Four seasons on each map... Winter, Spring, Summer and Fall.
Sounds Persistant world-ish!
You might want to just design some all new netmaps as well, since what you are doing requires a lot of work anyway.
Im not sure how many you could get to DL your stuff if its mostly the same meshes with a new C map. Just something to keep in mind, Now go create your art!
bloop!
-Renwood
Persica purnus constans dum orbis exustio. Exsequor exequor!
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Did you read his description of the Raid project? The part where he saysRenwood wrote:enough with Raid allready! (I HATE THIS F-ING MAP GD IT!)....
...Im not sure how many you could get to DL your stuff if its mostly the same meshes with a new C map. Just something to keep in mind, Now go create your art!
-Renwood
"Currently I'm in the process of reworking the units for a light and dark variant -- something that has a very unique feel that's different from the old map with the myrk giant. I've also taken the flag count on territories and modified them to include less flags on lower difficulties and more on higher ones. Taking a feather out of Phoenix Falling's cap, I've added an untradeable trow on legendary to all game types except assassin where the trow is the assasin target no matter the difficulty. "
That sounds like more than just the same mesh with a new colormap. To be precise it sounds like the same mesh with a new colormap, new unit combos and some reconfigured net games.
Lots of Myth stuff at http://mythgraveyard.org.
Sometimes I put hard to find stuff in my my Udogs folder.
Sometimes I put hard to find stuff in my my Udogs folder.
Bingo.vinylrake wrote:That sounds like more than just the same mesh with a new colormap. To be precise it sounds like the same mesh with a new colormap, new unit combos and some reconfigured net games.
Already flag rally on the map is a huge success. The flags are positioned circling around the main hill through the water. You can take the high dry ground which carries its own risk, or you can "go tubin'" through the river itself, protecting your men from dwarven assault. The water itself adds a huge variance to the way the map is played. Ironically the flags on the original map were perfect where they were placed and I didn't have to move them at all to achieve the "'round the river" effect.
But yes, like Viny pointed out, the goal is to have two meshes that feel and play very differently from the original while maintaining nostalgia. My goal is to make them about as different from one another as Wabe and I'll Dance. Whether I accomplish that, I'll let you guys decide.
Heres an idea...anybody remeber blackwater cove?
that map rule for TFl and should be ported. if you can find it thats my suggestion. And the new c maps thing your allready doing should be cool.
what about a spring version of a winter map? i havent seen that yet.
like Dead of winter in spring or Thaw before the storm in summer.
-Rens
that map rule for TFl and should be ported. if you can find it thats my suggestion. And the new c maps thing your allready doing should be cool.
what about a spring version of a winter map? i havent seen that yet.
like Dead of winter in spring or Thaw before the storm in summer.
-Rens
Persica purnus constans dum orbis exustio. Exsequor exequor!
Wow, that water totally changes that map! It's sorta Float-like now, yet not, of course. I want to go play there right now.
Hmm.... looks like a good bacon map, what with those ponds. Don't forget wights, please! (You know what I mean).
Hmm.... looks like a good bacon map, what with those ponds. Don't forget wights, please! (You know what I mean).