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Contest: Design A Fedcom Civil War Era Map


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#1 CK16

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Posted 09 June 2017 - 04:02 PM

Ground rules.

1.TAKES PLACE IN THE FEDCOM CIVIL WAR ERA! (3060 to 3067)

2.Map Concept - You must have a graphic image clearly showing the layout of the map and its features. (Bonus points to labeling the map for, game play flow, spawn points, is it for Faction Warfare or Quick Play, How bases would be set up for Incursion, & ect.)

3.Map Location - You must include where the map is from in the lore of Battletech

4.Lore! - You must have the lore behind the maps concept, what battle/scene did you use for your influence (Anything from the Source books, Novels, or Past Mechwarrior franchises) You must write the story of the map out clearly to identify the event you chose. (Bonus points to full story of the battlefield)

If you do not have an idea of the time line or events of the Civil War Era look here

http://www.sarna.net...edCom_Civil_War

The Contest will run from June 9th, 2017 till June 30th, 2017 at 10 PDT (3:00am UTC)

Prizes
1st Place - 1 Ultimate Pack of Winners choice
2nd Place - 1 Standard Pack + Reinforcements/Hero add-on of Winners choice
3rd Place - 1 Standard Pack of Winners choice

GOOD LUCK!
Winners are!

1st Place - XX Sulla XX with Tharkad City, Tharkad

View PostXX Sulla XX, on 09 June 2017 - 04:24 PM, said:


Going to start a post then update it as I go if thats OK.

Tharkad City
(A very large cold city map.) (Map is designed mainly for quickplay.) (Size is some where between new and old Frozen City.)

Battle: 3067
April 2nd: Peter launches his final offensive on Tharkad City. The first line of defense are the remains of the 2nd Royal Guards and the 11th Arcturan Guards, but the Royal Guards are overwhelmed after a hard battle and the Arcturans refuse to keep on fighting against fellow lyrans. Peter arranges their capitulation. Only the 1st Royal Guards remain and they hide in Tharkad City. Fighting from street to street, Peter ends up in a direct fight with Nondi Steiner, where he kills her with a lucky shot to the cockpit. Tharkad is conquered.

Planet and city:
Tharkad is a icy and rugged planet, similar to the arctic wilderness of Terra. The planet consists of five major continents and three major island chains. The largest continent is Bremen and is home to Tharkad City, capital of the world and the Lyran Commonwealth,

http://www.sarna.net/wiki/Tharkad
-

Tharkad City, located on the northern continent of Bremen, lies at the northern base of Mount Olympia. It includes the Triad, a massive complex of buildings that houses the royal palace, Government House, and the royal court and serves as the political apex of the Lyran state. Not far away, on the crest of Mount Wotan, is Asgard, the military command center of the Lyran armed forces. Though a massive subterranean fusion power plant keeps the cold at bay during the warmer months here, even it is insuffi cient for the colder winter months. Citizens often instead take a vacation to the tropical isles of the Tatyana chain in the planet’s equatorial region, the sole island chain that does not see its woodlands and steppes covered in thick snow.

https://www.scribd.c...-Points-Tharkad

Summer version of the map. Even in summer the temps are cool. (There could also be a winter version of the map.)

(Map is using details from Battlefield maps to make creation faster.)

Map has good cover in center with large trees and structures. It has both long lines of sight and dense city areas. Because of the cover in the middle you should be able to cross without being wiped out.

The flow of battle can be rotation in either direction, charge strait across or trade from range.

The main overpass and aqueduct that bisect the map are raised so you have lines of site under them.

Posted Image

Direct link to image. http://pwlawrence.co...y-Summer-V2.jpg

Drop Points.

Posted Image

Direct Link to map. http://pwlawrence.co...nts-mwo-map.jpg

Bases
Posted Image

Direct link to image. http://pwlawrence.co...ummer-Bases.jpg

City would have color both and night and in the day unlike other PGI maps. Color would not be over the top but it would have a wider spectrum than the mud we have now. The city would also have different districts with different feels to them.

Posted Image

Posted Image

Posted Image

Posted Image

Large trees for cover in central park area. Less brush and small trees than image below.

Posted Image

.


2nd Place - JJM with Saratov,Tikonov

View Postjjm1, on 27 June 2017 - 06:05 AM, said:


I have created a block-concept of a city map. And paint-over concept art for a part of it.

I used a yellow MAD-3R called banana to indicate the scale. But then I made Steiner and Davion Marauders to take us on a long tour of the block map instead. Using 3DS Max. Rigged using CAT using an automated walk cycle and rendered in "Quick"silver hardware renderer. Its been emotional.

Music borrowed from 'Dark Reign' (It's close to MW2 music but not MW2 again) and 'Emperor Battle For Dune - Harkonnen - Victory is Inevitable' to fill for Steiners half of the tour.

The city and its lore is my own creation, the battle would take place during the Battletech novel 'End Game' after the battle at Salat City (which was a minor flavour story in the novel used to represent many similar battles in other unnamed cities).

6 minute (sorry) animated tour:


Paintover:
Posted Image

Compilation of renders.
Spoiler


Map view with grid, bounds and game mode positions.
Spoiler


Aerial view with landmark labels:
Spoiler


Lore:

Saratov, Tikonov
Capellan March
Federated Suns
30 June 3065

A city situated on the travel corridor between the city of Salat and Arano Bay. Saratov is a commercial and industrial hub connecting a large arid farming and mining region to Tikonov's larger cities via rail, road and sea. Saratov exists due to mining and ore refining, much of its residences are workers apartments and hotels all serviced by low quality restaurants, street vendors, bars, brothels and entertainment arcades. Half the city are long term permanent residents that live in run down grey concrete apartment complexes.

After routing the Federated Suns in Salat Katrina Steiners forces continued on-wards toward their goal of retaking the mech production facilities in Arano Bay. The forces left behind by Prince Victor Steiner-Davion could only delay their advance. One small old and dilapidated coastal city in their path named Saratov provided ideal cover to hide ground forces and delay their advance. The resulting intense city fight lasted for days, every street hard fought by infantry, tanks and battlemechs on both sides but like so many other minor battles in the FedCom Civil War it was soon forgotten and ultimately in vain when Tikonov fell easily to the Capellan Confederation a few years later.

More Lore
Spoiler


Design rationale:
Spoiler


Art rationale:
Spoiler




3rd Place - Old MW4 Ranger with Jarlton, Ko

View PostOld MW4 Ranger, on 27 June 2017 - 08:50 AM, said:


My Idea (based of a old Work in progress MWO Map-most Buildings Placeholder-no textured and with no Details)
1:
Jarlton, Ko
Lyons-Thumb, Freedom-Theater,
Lyran Alliance
3062

2:
Map Concept

Posted Image

Example Map with 9 yellow Targets (here Sabotage generators for Factory Power )

2 Teamspawns Red in the South Backlands /Blue in the Northern Military base

...this map has no "Im Here !-Doors" and the seeting with a little Spaceport ,Factorys and little Urban Seetings (Bars,Hotels,Warehouses,Villages for Personal) and a Little Militarybase in the Northand has many Place for different Objective Seetings and Goals (sabotage, Orbitalgun in Base )
Terrain is Desert with rolling Hills and enough Cover for dynamic Routes and Tactical Movement.

Posted Image

Little Video from the Map



3:(Background from my Friend Friend..very thanks!!! my own Interest to BT ended with the Clans...and English not my mother Language)

While not directly part of the FedCom Civil war, the incident of Ko already showed the unrest in the former Federated Commonwealth.
With operation Guero in 3057 (Marik and Liao attacking the FedCom) the proud worlds of the former Terran Hegemony declared their independence - this territory should later be known as Chaos March.
To prevent such unrest in the Lyons Thumb - Theodore Kurita send “peacekeeping” troops (9 regiments) into that region. While they did not formally annexed the population of this worlds felt like being invaded. And their leaders did nothing, the even welcomed the "help". A obvious mistake, the population of those worlds and the nearby Skye March had a long history of hostility with the Combine. On Lyons DC troops even massacred a complete village.

The complete cluelessness of Steiner Davion became obvious in those months.
In 3058 the Black Dragon society a ultra nationalist group of high level persons made a move and attacked the planet Towne in the March Draconis. While that invasion was a failure and the involved 15th Dieron Regulars were disgraced, the heads behind this operation stayed in the dark.
Until they made their next move in 3062 with the attacks on Alshain, Skye and Robinson.

The 1st Skye Jaeger were a freshly formed unit that recruited from the most loyal sons and daughters of a combat theater - and was part of the Alliance Jaeger brigade. In July 3062 Skye the capital of the Isle was attacked by troops that looked like the 15th Dieron regulars. They made a successful raid on the Cyclops Inc warehouses and escaped.

Eager to prove their worth Colonel Pitcher of the Skye Jaeger only needed the touch of a clue to jump on the 15th Dieron. Their involvement in the Town debacle made them a perfect scapegoat.
So the regiment attacked their headquarters on Ko only 2 weeks later with 2 battalions strength (2 Overlords)
Coming with a full 2g burn from a pirate jump point and looking only like a single dropship the Regulars had not enough time to rally.
In the midst of a sandstorm both units clashed in the desert near Jarlton.
Three times the Skye Jaegers broke the line of the Regulars until the DCMS unit broke and fled.
Pitcher did not pursuit and salvaged what they could and left the planet.
While the Jaegers were distinguished with the Dragonslayer’s Ribbon, the DC used this incident to formally annex the Lyons Thumb. This should have caused reaction by the ruler of the Lyran Alliance, but before this could happen, Victor Steiner Davion started the Civil War.


4:Lore:

a Little Story writed from my Friend

1 August 3062

The sensor blip only appeared for a mere second, for Gunsho Youssef Fahas not enough to recognize. A fraction of a second however, was enough for the Matabushi Sentinel tracking system to mark the position on the map.
Fahas cursed the sandstorm that allowed the invaders to come that far, he cursed the planet even more. The irony wasn’t hidden to him. He was disgraced, his former rank of a Chu-i was taken away and his Daikyu was in poor condition. Only because the did tried to capture a planet that was not part of the Lyons Thumb. The only difference was that they had a formal excuse to hold FedCom territory. Theodore Kurita did sent them as peacekeepers and only a fool could believe this nonsense. The inhabitants of this planet were no fools, the work on the Yamato style building next to the spaceport only had begun when a rural exodus started. And those Lyran citizens that stayed were hostile.

The Daikyu was rounding the Yamato style office building. The triangular shape and the non concealed metal beams, a typical symbol of the Combines administrative might. It was the headquarter of his regiment, erected three years ago by loyal companies from Proserpina and Benjamin.
Four years ago Fahas might have had his own bureau in this complex, maybe overlooking the bay in the east or the dying city in the west. But after Towne this chance was gone, forever.
His wide striding steps came to an abrupt halt. A blue and white shape charged from the midst of the sandstorm. It was a Zeus-6S an old well worn model. Where his Daikyu was a race car the 6S was a 4x4. Where the Daikyu was an elegant fencer, the Zeus was a heavyweight boxer that kept fighting after tremendous damage.
Fahas braced the legs of his Mechs to the ground and raised the arms.
Both his Imperator Ultra ACs spit fire. Several 80mm rounds found their mark on the blue white checkers of the Zeus left shoulder housing.
The massive Mechs shrugged off the damage and kept coming without answering the fire. Fahas cleared the office building, the metal and glass construction disturbed his targeting locks. After two steps he got a much better lock. He triggered an alpha strike, a grave risk.
In the baking oven of Ko’s desert, even the eleven heat-sinks with increased capacity were not enough to keep the temperature on a safe level.
The Zeus stumbled. For an instant it looked like he was losing the fight with gravity, but he kept on both legs. Although the left arm with the AC was missing.

The Daikyu pilot should have known better. It was the third engagement of the 15th Dieron Regulars with the 1st Skye Jaegers in the last couple of hours. Every Time the attackers lured the defenders in to use more weapons than they could manage and to expose themselves. When they could barely move, cooking in the heat of their cockpits, the Jaegers used violence and concentrated fire to dispatch those warriors.

It were only a dozen meters into the cover of the building complex, but it could have been a hundred meters or more.
Two medium Mechs were clearing the huge rocks in the southeast. A Cobra moved through the gaps between the rocks, the Coventry LRMs had an instant lock on the Daikyu. The second, a dangerous Hunchback, used his jump jets to jump right into Fahas left flank.
The blowing wind of the sandstorm made it an almost impossible maneuver, almost.
With blaring overheat warnings and the whining messages of different target locks the poor Daikyu pilot almost missed the Barghest. The Skye Jaeger raised on his four short thick legs from the waters of the sea.
The water was shallow eight meter in depth. No BattleMech should have closed the distance without being spotted.
In the next moment, the sky was falling. 45 Long Range Missiles rocked Fahas’ Mech. Several missed the marked and blew several stories of the building.
Although the sandstorm dispersed some of the killing light, the remaining force of multiple laser weapons were enough to cut deep into the Daikyu’s armor.
The killing blow however came from both Defiance Disintegrator LB 20-X of the Hunchback and Barghest. Both used pellets and the force of multiple hits at the same time smashed the Daikyu to the ground.
It hurt, the belts were cutting deep into his flesh when they kept him bound to the seat.
A quick glance at the diagnostics showed heavy armor damage. The thick transplex armor of his canopy had a crack - but all systems were nominal. Youssef Fahas decided that he would not take the disgrace of losing his Mech. He tried to remember his death haiku. Knowing the odds were stacked against him he would not survive. But that Zeus would die with him.
“The sound of drums….”
His own voice lent him strength while he used the full modeled hands of his Daikyu to rise again.

His throat felt bone-dry when he croaked the words in the sauna of his cockpit
“Path to the spaceport is clear!”
Not yet. The DCMS Mech was not out. The idiot on the controls should have better played possum.
It looked like the Daikyu would do pushups when the Zeus take the last steps to the prone Mech. Without haste lieutenant Lendering flipped the switch for the kick controll.[/b][/b][/b]
With a heavy thrust on the left pedal the Mechs left foot smashed into the stretched arm of the Daikyu.
The voice of his CO Colonel Pitcher sounded as barren as his own: “Understood, encirclement is finished. Add more pressure but keep a path for the snakes open.”
A simple gamble trick. There was a dropship on the small space port - a civilian Mule. When the captain thought he was safe no longer he would blast his engines and flee. Then the remaining Regulars would have nowhere to go.. When there was death or victory an option they would inflict serious damage on the remnants of the two battalions of the Skye Jaegers. But when there was the option for escape - even the most hardline Samurai might go for that route.
Maybe not all - the Daikyu tried again to come to his feet.
“Dämlicher Hund!”
The mighty Zeus raised his feet and placed it on the rear of the Daikyu and pressed the mech down. A moment the arms of the Daikyu could counter the weight of the 80 ton Mech, then they broke with a sharp bang. The protruding cockpit of the Daikyu rammed into the concrete. But Lendering kept pressing him down. With a screeching sound the structure of the heavy mech bend until the Daikyu lay flat on the ground. There was no other attempt to stood up. The cockpit was only a ruin, squeezed flat between the concrete and the weight of two Mechs.

The pilot of the Zeus wondered if those were the same cunning soldiers they had faced two weeks earlier. Not that it mattered much, they were the enemy, and it was his duty and pleasure to kill them. Nothing felt better than to kill them on Lyran ground.

I want to thank everyone for their entries here! Some amazing ideas out there and would be awesome to see PGI take some of these (shoot ALL of them would be even better!) and apply them to new maps!

Edited by CK16, 02 July 2017 - 05:35 PM.


#2 XX Sulla XX

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Posted 09 June 2017 - 04:24 PM

Going to start a post then update it as I go if thats OK.

Tharkad City
(A very large cold city map.) (Map is designed mainly for quickplay.) (Size is some where between new and old Frozen City.)

Battle: 3067
April 2nd: Peter launches his final offensive on Tharkad City. The first line of defense are the remains of the 2nd Royal Guards and the 11th Arcturan Guards, but the Royal Guards are overwhelmed after a hard battle and the Arcturans refuse to keep on fighting against fellow lyrans. Peter arranges their capitulation. Only the 1st Royal Guards remain and they hide in Tharkad City. Fighting from street to street, Peter ends up in a direct fight with Nondi Steiner, where he kills her with a lucky shot to the cockpit. Tharkad is conquered.

Planet and city:
Tharkad is a icy and rugged planet, similar to the arctic wilderness of Terra. The planet consists of five major continents and three major island chains. The largest continent is Bremen and is home to Tharkad City, capital of the world and the Lyran Commonwealth,

http://www.sarna.net/wiki/Tharkad
-

Tharkad City, located on the northern continent of Bremen, lies at the northern base of Mount Olympia. It includes the Triad, a massive complex of buildings that houses the royal palace, Government House, and the royal court and serves as the political apex of the Lyran state. Not far away, on the crest of Mount Wotan, is Asgard, the military command center of the Lyran armed forces. Though a massive subterranean fusion power plant keeps the cold at bay during the warmer months here, even it is insuffi cient for the colder winter months. Citizens often instead take a vacation to the tropical isles of the Tatyana chain in the planet’s equatorial region, the sole island chain that does not see its woodlands and steppes covered in thick snow.

https://www.scribd.c...-Points-Tharkad

Summer version of the map. Even in summer the temps are cool. (There could also be a winter version of the map.)

(Map is using details from Battlefield maps to make creation faster.)

Map has good cover in center with large trees and structures. It has both long lines of sight and dense city areas. Because of the cover in the middle you should be able to cross without being wiped out.

The flow of battle can be rotation in either direction, charge strait across or trade from range.

The main overpass and aqueduct that bisect the map are raised so you have lines of site under them.

Posted Image

Direct link to image. http://pwlawrence.co...y-Summer-V2.jpg

Drop Points.

Posted Image

Direct Link to map. http://pwlawrence.co...nts-mwo-map.jpg

Bases
Posted Image

Direct link to image. http://pwlawrence.co...ummer-Bases.jpg

City would have color both and night and in the day unlike other PGI maps. Color would not be over the top but it would have a wider spectrum than the mud we have now. The city would also have different districts with different feels to them.

Posted Image

Posted Image

Posted Image

Posted Image

Large trees for cover in central park area. Less brush and small trees than image below.

Posted Image






.

Edited by XX Sulla XX, 15 June 2017 - 09:20 PM.


#3 Aggravated Assault Mech

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Posted 09 June 2017 - 04:34 PM

reserved

#4 CK16

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Posted 09 June 2017 - 04:45 PM

View PostXX Sulla XX, on 09 June 2017 - 04:24 PM, said:

Going to start a post then update it as I go if thats OK.


That is fine, just make sure you have a map concept drawn up as well not just into words ect.

Edited by CK16, 09 June 2017 - 04:47 PM.


#5 XX Sulla XX

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Posted 09 June 2017 - 04:56 PM

View PostCK16, on 09 June 2017 - 04:45 PM, said:


That is fine, just make sure you have a map concept drawn up as well not just into words ect.

Sure it will have map etc that just takes a bit longer :)

#6 El Bandito

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Posted 09 June 2017 - 06:35 PM

I'll reserve this spot. Let's see if I can draw up some rudimentary map. Doesn't matter if I made it on MS Paint, right?

Edited by El Bandito, 09 June 2017 - 06:36 PM.


#7 CK16

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Posted 09 June 2017 - 06:51 PM

View PostEl Bandito, on 09 June 2017 - 06:35 PM, said:

I'll reserve this spot. Let's see if I can draw up some rudimentary map. Doesn't matter if I made it on MS Paint, right?


Nope, what matters is the lore and a decent representation of the map. You got 3 weeks a well labeled map and key system would work in MS pain for me.

#8 Alzorath

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Posted 09 June 2017 - 07:20 PM

I'll give this a stab, though like the others, it will take a moment to make the maps (may even do some concept art for it as well, not just a map layout)

Planet: Tikonov
Location: Kazan Continent, Southwest of Tikograd near a Mining Facility in the Ares Mountains
Environment: Arid with Industrial Water Sources

Story concept (to be expanded to a proper story):
- Location theme is an early assault during Victor's surprise attack on Tikonov, an attempt to control the capital city and gain control of various industrial facilities - the grand prize being the Earthwerks Manufacturing Facilities located in this region.

Through various contacts, and bribes, Forces were able to make an approach on the city from an unexpected direction - the Mines of Ares mountains, which would be otherwise a difficult to negotiate labyrinth. This approach gave them the advantage of being able to quickly mount an attack without risking their dropships to the city's formidable defenses.


---


Map Concept - Large Mining Facility with Transport Lanes (and buildings) approaching the Southwestern corner of Tikograd - Will likely produce both a Quick Play and a Faction Play variant - Quick Play variant will be put in a location that gives an Incursion friendly zone for both sides (Mining Facility Zone and Lower City Zone), Faction Play variant (Siege/Scouting) will be a larger area and Incorporate multiple distinct routes into the city (Manufacturing Sector to City & Mining Facility to City, with City being the defense point)


---


Quick Play Roughs (Scale yet to be adjusted, mostly just piddling about with flow concepts... will make detailed maps for buildings/tunnels/etc. in the future):
Clean (Skirmish): http://imgur.com/m1vvLTE

Domination: http://imgur.com/RAZKqOo (yes, it's in the northwest, instead of between the teams - both Charlies and Alphas will likely fight on the way there, with Bravos being the "closest to objective - debating having the objective on the structure on the east side of the port, that way fights will circle around it, and it'll be easy to flank, with a fight going up to it)

Conquest: http://imgur.com/MKMpTSK

Incursion: http://imgur.com/RyVpb3U

A = Alpha, B = Bravo, C = Charlie (Lances)
Light Purple Major "Covered" areas
Goal will be a lot of various obstructions, line of sight will be hard to maintain at long distance with lots of storage containers/overheads/etc. to conceal movement (exception being on the approach to the Dropship Port - which will have a large open area to the east, and a smaller one to the south from the tunnel approach - southeast 2/3 of map will be area dense)

---


Sources Used:
http://www.sarna.net...ages:_3064-3065
http://www.sarna.net/wiki/Tikonov
https://www.battlete...hp?name=Tikonov
http://www.sarna.net...porated#Tikonov

Edited by Alzorath, 10 June 2017 - 11:39 AM.


#9 Jarl Dane

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Posted 09 June 2017 - 09:33 PM

mine

#10 kapusta11

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Posted 09 June 2017 - 10:46 PM

Reserved, I guess.

#11 Scyther

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Posted 10 June 2017 - 03:07 AM

Apparently someone has already started work on his 'Salt Mines' map.

An excellent contest/challenge, kudos to CK16 for putting it out there. (And to whomever may have inspired him to do so.)

Map design (particularly the graphic part) isn't something I have tried before, but I will look around for some tools and see if there is something I can work with.

Other than MS Paint, does anyone know of any map-designy type tools for the graphics part?

#12 Odanan

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Posted 10 June 2017 - 05:47 AM

Oh boy! Reinstalling MW4 now for inspiration. ;)

#13 Ted Wayz

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Posted 10 June 2017 - 08:17 AM

Inb4 maps from last map contest get resubmitted.

Suggest you go for "original" maps that have not been posted before.

#14 CK16

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Posted 10 June 2017 - 11:32 AM

View PostTed Wayz, on 10 June 2017 - 08:17 AM, said:

Inb4 maps from last map contest get resubmitted.

Suggest you go for "original" maps that have not been posted before.


If that happens, that submittion will not be allowed, if it is a resubmittion but you are not the orginal creator all your submissions will be disqualified (outright plagiarism will not be tolerated).

Edited by CK16, 10 June 2017 - 11:33 AM.


#15 kuma8877

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Posted 10 June 2017 - 02:34 PM

Just curious, does anyone have any links to the current map sizes (or just a rough guesstimate of largest/smallest would be sufficient)? For proper scaling.

Thanks for putting this on CK16! Good luck everyone!

#16 I_AM_ZUUL

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Posted 10 June 2017 - 02:37 PM

Ummm... quick question, doesnt there need to be a FedCom first???

#17 Exilyth

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Posted 10 June 2017 - 02:44 PM

Little bit of advice: cryengine (including map editor) is available as a free download and there's a thread on this forums explaining how to extract MWOs assets and import them into the cryengine editor. So, if anyone wants to go the extra mile and deliver a game ready map...

#18 Odanan

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Posted 10 June 2017 - 05:41 PM

View PostExilyth, on 10 June 2017 - 02:44 PM, said:

Little bit of advice: cryengine (including map editor) is available as a free download and there's a thread on this forums explaining how to extract MWOs assets and import them into the cryengine editor. So, if anyone wants to go the extra mile and deliver a game ready map...

Oh, now hold your horses pal. We don't need to go THAT far.
(closing Paint and not saving the map image I spend the last 2 hours on)

#19 Imperius

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Posted 10 June 2017 - 06:54 PM

I'm using unreal engine 4 because we know that is what the next feature is an why we haven't gotten any maps ;P

#20 CK16

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Posted 11 June 2017 - 01:08 PM

I eagerly await to see what some of you guys come up with:D

Just please pay attention to the rules. Do not want someone to do something that is pretty sweet but did not follow the rules set forth above :D





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