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Old 02-05-2007, 09:24 PM   #1
S2Seacow
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Default Map Concept Challenge Submission Thread

For details and requirements for submitting maps to the contest, please visit http://savage2.s2games.com/map.php

Only maps submitted in this thread will be qualified to win.

DO NOT post anything other than map submissions in the thread. If you would like to discuss a particular map, or the contest in general, please start a new thread. Any posts that are not submissions will be deleted.

Despite your desire to click the "Post Reply" button, do not do so unless you are submitting a map to the contest. Posts should contain the following:

1. Your 600px X 600px map image
2. The size of your map (see http://savage2.s2games.com/map.php)
3. A short written description of your map.

Good luck to everyone!

Last edited by S2Seacow; 02-06-2007 at 12:21 PM..
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Old 02-06-2007, 01:38 AM   #2
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Map Name: Prescience

Map Size: Very Small/Small
Medium an outside possibility with scaling. However, some objectives may become too crowded.

About the Map:
There are a great many number of NPCs some may need to be discarded. Occlusion is taken into account and there are a few areas that could have some proper sight line blocks added. There is a waterfall at the top right and a couple of places are prime for whatever in order to demonstrate Savage 2's prettier graphical features without getting in the way of game play. The center scar is very hard to control and the top right is a bit easier. The bottom left is where the money is. I'm trying to separate the map objectives as much as possible (Enemy Stronghold/Gold/Scars) while not adding too much to travel time. This should reward proper deployment of squads and teamwork while not lagging game play. There are 4 tiny canyons against the map edge that create even more access/ambush possibilities against the enemy base. These can be removed/fiddled with to improve game play, but I added them so that a team could theoretically catch an unprepared enemy off guard. You don't have to control that mine in order to spring the surprise. Final game play note, I would try and set up the bases so they can not be range sieged from the cliffs. However anything else in the basin wouldn't be as important to protect, there is a reason those cliffs are there >:]

The double icons are meant to signify strength, not necessarily double double :]

Map Change History:
1.1 Added cliff/view block between expansion and center scar to limit sight lines and to increase the distance between the gold mine and scar.

Last edited by Sybian; 02-06-2007 at 06:14 AM.. Reason: added standardized sections
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Old 02-06-2007, 01:41 AM   #3
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NAME: Abandoned
SIZE: Small
DESCRIPTION:
Even if a fortress is destroyed, its strategic location is still valuable. Bandits and other creatures ravage what remains of the beautiful grounds. The beasts see this as an opportunity, the humans see this as a right to rebuild what once was thiers.

-the brown lines are bridges.
-the light gray boxes are houses
-the dark gray lines are walls/destroyed walls
-the light green sprays are trees
-the amount of strongolds/lairs you see are the possible start points. it is reccomended that they dont start on the same side
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Old 02-06-2007, 04:37 AM   #4
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Big Game Hunters
Large
It's a classic. All starting spots are random.

I just won k

Last edited by Portal; 02-06-2007 at 04:42 AM..
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Old 02-06-2007, 04:49 AM   #5
Dennis

 
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Size: Small to Very large, depending on how you want to play it

Note: The Green up the top is a surrounding mountain like on eden2, it cannot be accessed.

x open is one of those modular maps, which is virtually playable by any amount of people. From the "7 a side" rambo matches to large games of 13-15 a side, where backup and tactics win over sheer skill.

The green parts represent high ground, which is basically unclimbable. The middle is a bridge pass with 2 ramps leading up either side, which have a series of high level NPC's (several to many, it should be variable), and then a scar pit. This adds a sense of domination for the team who can not only capture one, but TWO, if they can get rid of the NPC's. This will have both teams trying to kill each other in the middle so they can capture the scar pit.

Mines are placed both at the bases (for initial start) and at the side of the base for garrisoning.

NPC's are placed close to each base so quick money can be made by each team.

2nd Note: Where the scar pit is, you cannot jump off. I couldn't find a lighter shade of green to represent MORE INCLINE.

I think it's okay for a first try :\
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Old 02-06-2007, 04:54 AM   #6
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Default Battle of Thermopylae

Name: Thermopylae

Size: Large
Description:
A classic battle recreation with a few minor additions for balance. The high ground is mountainous region and only passable through the pathways. The complex multitude of pathways opens up the possible of being flanked and must be held, whilst the narrow flat path is a bottleneck of death that only a fool could lose control over. Technically the humans are playing the part of the Spartans via location and the Beasts are the Persians, but the humans will not be quite as outnumbered in this less than accurate historical recreation. Furthermore, there should be an old wall that spans the gap just west of the small central water feature that in reality is a hot spring.
Attached Images
File Type: jpg Battle of Thermopylae.jpg (80.3 KB, 78 views)
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Old 02-06-2007, 05:47 AM   #7
SKOPE

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Map Name:
Alure

Map Size:
This will be a medium+ map (was thinking something along the lines of Crossroads size)

Description:
A grass map, similar to that shown in the video (the only tile-set we know of heh).
None of the areas will be completely flat, rather they'll have small mounds throughout the map to give it a random roughness, as well as small ledges (behe-high hills that are impassable too).
The water is mainly there for aesthetics, but maybe a fence or simliar around the edge in some of the water areas to add a little barrier and feeling of enclosure to the water areas. Plenty of low level NPCs around the map for gold. High level NPC's guarding points of strategic value (eg mines and sneak garr locations).
Wasn't sure on the amount of stone each mine held, so i just put in this amount because it seemed to work well for the map (might be to much? hopefully you can lower the total of the mines if it proves to be excessive).
Wasn't sure what "pathways" (brown) meant, so i just stuck to these, if they're anything like Savage1's dirt grassroads, then they'll just be here and there connecting major areas together (stonemines, scars) with random gaps in the dirt where grass has grown over the pathways .


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Last edited by SKOPE; 02-09-2007 at 03:31 AM..
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Old 02-06-2007, 08:02 AM   #8
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Map Name:
Dark Fissure

Map Size:
Vary Large

Description:
- starting location's are on bottem left and top right
- No road's, all grass
- Center area is berron with dead tree's and bone's scaterd around the outer rim.
- the smaller High level icons are Mid level NPCs
- Black area is the Dark Fissure, would prefer a instant death if you fall in, BUT might have to settel with fenceing it off for now
- plenty of week npc's to farm, and a starting gold mine with close near by expation for each starting point.
- Scar is in med, it's well guarded but also has 2 expantion mines, the small NPC's on the middle island will respawn and be a nusence to who ever control's the Scar
- menny place's to build and expand
- 2 Corner scar's are also there but have only 1 near by expation mine
- Light Green spray is thick grass, tree's, shrub's etc..

Last edited by Demon; 02-07-2007 at 05:20 AM..
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Old 02-06-2007, 02:16 PM   #9
Pancake

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My official map submission #1

I name it... "High Roads" (Since I can't think of anything else...)

Here is my map. It is a mediumish map (mabey large depending on how it is made). Each team battles for the middle which has a scar. The size of each side is slightly diffrent. That should be changed when making the map.

NOTE: For a diffrent overhead, check it here

EDIT: Sorry it is not in 600 x 600

Last edited by Pancake; 02-06-2007 at 03:13 PM..
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Old 02-06-2007, 02:35 PM   #10
DaMn

 
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Map name : Wetlands

Map size : Medium - Large

Map description:
Medium to Large wetland map. Mountains, hills, high grounds and water surrounding map. Weak npc's in proximity to starting bases. Strong Npc's in middle protecting Scars / Mines. Middle is garnished with swamps, forests, plains and a few hills. Weak npc's available for farming in the outskirts

Last edited by Constrict0r; 02-06-2007 at 09:54 PM..
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