Kilo Posted July 9, 2009 Report Posted July 9, 2009 (edited) Obviously there have been a lot of people asking for new bases, so we're going to open this up.If you want your base to be seriously considered for the next round of maps, follow these guidelines. - 15-tile-wide-minimum corridors for the main path, with minimal cover/obstacles unless the corridor is significantly wider.- All walls along the main corridor are three tiles wide minimum, unless the corridor is significantly wider than the minimum. The outside border should be four tiles wide in general.- The flag room is at least 1500 tiles in area not including cover.- There should be at least two instances of alternate paths players can take, these should be 6-8 tiles wide (see reference: current base 7)- There are at least two 30x30+ rooms in the middle of the base.- Keep diagonal walls to a bare minimum, and if they're on choke points extra space should be provided.- Excessively rigged bomblines are prohibited. Any bomblines should not focus on choke points, have gutters on the end, and not constitute a significant gauntlet inside the base.- Anti-thor tiles are only to be used around the flag room. The flag room border should be 5 tiles thick.- Obviously these bases will take up more of the sector than the current ones do. Feel free to design your bases for a particular sector around the edges, just keep in mind the entire flag room has to be visible to someone with a 1024x768 display from outside the base. You have a better chance to get your base added if you can modify your base for multiple sectors. Also don't modify the sector walls themselves, please. Sound easy? Then let's see what you've got. P.S. No need to do regions, that's our job. Any submitted bases may be mercilessly and shamelessly edited to fit these guidelines or any other guidelines we have in the future. Feel free to submit untiled bases, someone else can tile them. However if we get 7 good tiled bases we will probably use those sooner. Edited July 9, 2009 by Kilo Quote
Emit Posted July 9, 2009 Report Posted July 9, 2009 (edited) Basically what arnk wants is this, easily taken base, easily accessible lanes, wide spaces, straight forward drag racing http://i26.tinypic.com/2nw07qr.jpg Probably make the outside walls 4 tiles and an entrance and we're good to go! Edited July 9, 2009 by Emit Quote
Kilo Posted July 9, 2009 Author Report Posted July 9, 2009 That right there is a base much better than most. Quote
Corey Posted July 10, 2009 Report Posted July 10, 2009 No entrace though, will be hard to base in. Quote
LeftsideChaos Posted July 14, 2009 Report Posted July 14, 2009 Emit made me shoot milk out my nose, good job. Id design a base, but last time I installed that map editor I just couldnt figure out wtf to do once I had it running. Quote
Corey Posted July 14, 2009 Report Posted July 14, 2009 Guidelines are way to strict. But I might give it a shot. Quote
LeftsideChaos Posted July 14, 2009 Report Posted July 14, 2009 (edited) *stupid base removed* The actual base itself...well since this is the first one Ive made, I needed a reference so not to make the base to big/small. To do so, I just loaded up the old dbball, and went to work. Looks like it fits in both b3 and b5. Edited August 18, 2009 by LeftsideChaos Quote
Corey Posted July 15, 2009 Report Posted July 15, 2009 Very good first base left, but just a few tips/ pointers. First, Arnk said that there should be few possible curves in the base, so try and keep the corners to 90 degrees. Second, your base has a unique design, but there shouldn't be and hallways that lead to nowhere, the first time I saw your base, it took me a couple of seconds to understand where the entrance was. The base should also stay to one tileset, 2 at the most. Finally your flagroom is well done, if anything I would keep that, but make sure that you follow Arnks guidelines, even if they are strict. Quote
Kilo Posted July 15, 2009 Author Report Posted July 15, 2009 Who cares about how many tiles it uses as long as it looks good I don't think we're going to have weapon-nullify tiles in the middle of paths like that. Also the walls being somewhat curvy is fine but it looks like they are just really adding to the choking of the choke points, which isn't good. Quote
LeftsideChaos Posted July 15, 2009 Report Posted July 15, 2009 Fits in all bases. All bomblines are easily stoppable. custom2.lvl Quote
vetta64 Posted July 15, 2009 Report Posted July 15, 2009 There is an aweful lot of yellow I think the first half of the base will go so fast in a basing game that it will hardly even be called a basing game, it is very wide, although it fits the specs I guess. It looks like fun though. Quote
Lunatic High Posted July 15, 2009 Report Posted July 15, 2009 it does look fun A+ on visual appeal it looks so exciting that i had to post 3x (srsly) Quote
Samapico Posted July 15, 2009 Report Posted July 15, 2009 Looks like FR can be fielded completely quite easily, especially with its concave shape Quote
LeftsideChaos Posted July 15, 2009 Report Posted July 15, 2009 It'd take at least 2 fields to cover most of it, unless you're inside it. Quote
Emit Posted July 15, 2009 Report Posted July 15, 2009 http://img43.imageshack.us/img43/774/aaacyu.jpg Quote
LeftsideChaos Posted July 16, 2009 Report Posted July 16, 2009 (edited) Fits in all bases. edit: updated the level, completely forgot to edge the tiles. custom3.lvl Edited July 16, 2009 by LeftsideChaos Quote
LeftsideChaos Posted July 19, 2009 Report Posted July 19, 2009 I thought there would be tons of submissions for this.. Designed in b7, it looks like it fits in everything but b1 unless it's inverted. custom4.lvl Quote
Emit Posted July 20, 2009 Report Posted July 20, 2009 that'll be a pain in the ass to flag in visually Quote
p man Posted July 20, 2009 Report Posted July 20, 2009 (edited) http://i29.tinypic.com/iedkph.pngEditedBefore you flame me on how rigged the bline is, remember ancient hs base 3The slow moving levis have to move so far back, that it's going to be heavily underused Edited July 20, 2009 by p man Quote
p man Posted July 20, 2009 Report Posted July 20, 2009 (edited) gud plagiarismdeff Edited July 20, 2009 by p man Quote
Kilo Posted July 20, 2009 Author Report Posted July 20, 2009 Before you flame me on how rigged the bline is, remember ancient hs base 3The slow moving levis have to move so far back, that it's going to be heavily underusedapparently you don't remember base 3 at all Quote
Emit Posted July 20, 2009 Report Posted July 20, 2009 well at least it doesnt hit a main wall and hits some side nobody cares tunnel since everyone would be 20% into base Quote
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