I have been thinking about what map i would draw. I am going to attempt a sketchup possibly of one of my new maps.
Well, there are no real problems, from what I know so far, but I still haven't gotten a real game on it, we'll see how it goes. I need to get it tested badly though.
Map looks pretty sick, but would be incredibly hard to convert into forge pieces. And recreate is not the same as draw inspiration from. Just saying, if I see a part of your map that is exactly like the map you "drew inspiration from", I'm afraid I would have to stop recommending maps/games to you. The whole purpose of this is to get you better at designing maps, and it doesn't make you any better if you are reproducing somebody else's map. The more maps you look at, the less you will think about drawing inspiration from one map, which will result in the inspiration being more difficult to detect. Angst's main inspiration was House of Decay, but if you try to compare them, it's hard to see what I took from it (not geometry).
I did as you suggested and here's what I think I'm going to try to re-create/ draw inspiration from:[DUEL / DM] LE TOXIQUET
didn't realize there were wall jumps! I wish we could wall jump like the original NES Batman game in an FPS. The guy in your vid is so pro by the way...
that's awesome...definetly used the id tech software to create that one. It kind a has a borderlands look to it, very unexpected
They are indeed crazy. Already heard that, I really love that I think of a specific few people in real life when I hear each verse. :P
Interesting. I'd like to see/play these sometime if you'll invite me. The problems I had encountered normally involved respawns being too long for the travel time across the map. Also, I've not seen a map specifically designed around it, so I see a lot of spawn issues. Putting static spawns on some of these maps just doesn't work. Anyways, hit me up if you don't mind showing me these some time.
You're designing 2v2 flag maps? I'm intrigued, because I've yet to see a 2v2 flag game work out terribly well, and I attributed this to the player count, not whatever map it was on.