Awesome new idea for gm map!!!!!!! Plz comment!!!!
Comments
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Xcelled194 wrote: »My friend and I were sitting in study lab the other day, so we decided to design a new GM map (thats our fav. mode) just for the fun of it. One thing led to another, and by the end of the period we were like "HOLY F@#$!!!!!!!!!! THATS A FRICKING AWESOME MAP!!!!!!!!!" Its called "The Office" and employs a new design. BL and GR start out right next to each other (sep. rooms, but same end of map). Vents play a very important role, as it is a mad dash to make it through he twisting hallways and to the other end without getting killed. Please tell us what you think, and, if you like it, please recommend it.
I'm going to Upload the files Here as z8 doesn't allow attachments =(
http://sites.google.com/site/theofficenewgmmap/
EDIT:
synopses: A secret spy agency has just uncovered discriminating evidence against black list. Enough to put them to death for their crimes. They are no longer safe. They are about to be exposed. In a desperate move, they send 8 of their most skilled to strike a devastating blow at the headquarters of the SSA and destroy the incriminating evidence. However infrared detectors mounted on the walls alert the hired security, the Global Risk association, which grabs its guns and hurries to defend its principals data..............
ya it will be nice to have a new map because the crossfire in the uk it is old and boring it has 1 new map so this idea willl be so cool plzz do it -
I really like it , the map look great as in ploys a new tactic , bomber having to run away from Gr , and also Gr not having the sites completely covered .
Also 10 billion points for the story.
Send a link to this topic to Gm
Ya, we can hope they look at it............................
if they do, i will be like :eek:!!!!!!!!!!! -
It is a good idea. and i will support this if obcourse there is some changes.
there are flaws:
-if both spawn rooms exits to the same room thn GR jst needs to camp the outside corridor and kill running BL
-I Dont think you planed it out in such a way: the ghosts hav an advantage if the spawn exits are different; they are faster and more able to get ready for a GR to walk by.
-the map makes breath and footsteps almost obsolete: the overlaping halways and vents make multiple sounds for the GR(I admit this will add more excitement but BL has +1 more advantage.)
-if im reading the design out properly there is little to no room for battle: a GR member will undoubtable end up walking into a ghost and kill it(or b killd) which might rise "ha.cker" name calling etc. But still GR has the advantage because a ghost has little room to swerve "dodge bullets"(+ one for GR)
Positives
-if this were to be made a doubt the hallways and vents would be very long: most likely it will be a short twist and turn and thn the sites(i decided to put this in positives for CF designers sake
-the map is a great idea
-creative and provides a new game enviroment
-Even tho BL has the advantage here its evened out by the little space to swerve
-i am asuming that both sites are not easy to go back and for between(this would be logical)
-the twisting corridors and vents make the mape seem bigger(adding 3 to 4 levels)
-This will undoubtable weed out ha.ckers or atleast the wallers, for they probably will end up shooting at walls(Chammers are more discriptive in the ha.ck and will know if a player is behind a wall or not.)
Good map keep it up ^^ -
It is a good idea. and i will support this if obcourse there is some changes.
there are flaws:
-if both spawn rooms exits to the same room thn GR jst needs to camp the outside corridor and kill running BL
-I Dont think you planed it out in such a way: the ghosts hav an advantage if the spawn exits are different; they are faster and more able to get ready for a GR to walk by.
-the map makes breath and footsteps almost obsolete: the overlaping halways and vents make multiple sounds for the GR(I admit this will add more excitement but BL has +1 more advantage.)
-if im reading the design out properly there is little to no room for battle: a GR member will undoubtable end up walking into a ghost and kill it(or b killd) which might rise "ha.cker" name calling etc. But still GR has the advantage because a ghost has little room to swerve "dodge bullets"(+ one for GR)
Positives
-if this were to be made a doubt the hallways and vents would be very long: most likely it will be a short twist and turn and thn the sites(i decided to put this in positives for CF designers sake
-the map is a great idea
-creative and provides a new game enviroment
-Even tho BL has the advantage here its evened out by the little space to swerve
-i am asuming that both sites are not easy to go back and for between(this would be logical)
-the twisting corridors and vents make the mape seem bigger(adding 3 to 4 levels)
-This will undoubtable weed out ha.ckers or atleast the wallers, for they probably will end up shooting at walls(Chammers are more discriptive in the ha.ck and will know if a player is behind a wall or not.)
Good map keep it up ^^
Glad you like it. As to the negatives,
-The BL spawn goes below the gr exit point, but is also slightly bigger, so that neither team really has an advantage.
-If you have surround sound, you can just turn int a sound and shoot there.
-- and this might be the only real problem. It all depends on how the designers make it. If the rooms are close together, it will be a chase into the larger areas, if not, then its a not-so-fun firing line setup. -
Xcelled194 wrote: »Ya, we can hope they look at it............................
if they do, i will be like :eek:!!!!!!!!!!!
Pm the link to a Gm , then they would at least get a look at it.
They might then but it on there big long list of thing's to do. -
[CM]FallenAngel wrote: »great map. passed along to developers.
Glad to hear itSHADOWFIRE26 wrote: »wats with the twoBl spawns and the GR in the middle of both? dont get it -_-
IGN - Shad0wK1][
Clan - nleashed
its the other way around. And it adds a new element to the map -
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Xcelled194 wrote: »My friend and I were sitting in study lab the other day, so we decided to design a new GM map (thats our fav. mode) just for the fun of it. One thing led to another, and by the end of the period we were like "HOLY F@#$!!!!!!!!!! THATS A FRICKING AWESOME MAP!!!!!!!!!" Its called "The Office" and employs a new design. BL and GR start out right next to each other (sep. rooms, but same end of map). Vents play a very important role, as it is a mad dash to make it through he twisting hallways and to the other end without getting killed. Please tell us what you think, and, if you like it, please recommend it.
I'm going to Upload the files Here as z8 doesn't allow attachments =(
http://sites.google.com/site/theofficenewgmmap/
EDIT:
synopses: A secret spy agency has just uncovered discriminating evidence against black list. Enough to put them to death for their crimes. They are no longer safe. They are about to be exposed. In a desperate move, they send 8 of their most skilled to strike a devastating blow at the headquarters of the SSA and destroy the incriminating evidence. However infrared detectors mounted on the walls alert the hired security, the Global Risk association, which grabs its guns and hurries to defend its principals data..............
you are very smart omg
i would love dat idea BTw wheres A and B
BTW laboratory 2 is coming -
MVPPREDATOR wrote: »you are very smart omg
i would love dat idea BTw wheres A and B
BTW laboratory 2 is coming
TY. Sorry about the sites not being visible, skechtup screwed it up and only shows the labels if you walk it. They are the 2 larger rooms at the end -
dudes got the smart gene...... good map hope the devs release it as i play GR all the time when on Ghost mode... the tight corridors will enable my shotgun to be more effective .. GJ!
Ya, althogh one of my pet peevs is noobs who get great k/d's cause they're noobs with shotguns............... oh well.... -
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