Achmed Posted November 23, 2014 Report Share Posted November 23, 2014 I'm considering trying my hand at creating an arma 3 map but before I start I just wanted to get a feel for what people think makes a good map. The only things I know for sure currently is that I want to do a map using English names for towns and areas along with hidden areas to discover. Currently the plan would be about 75/25 land to sea. Link to comment Share on other sites More sharing options...
RangeCreeds Posted November 23, 2014 Report Share Posted November 23, 2014 A nice balance between hilly areas and flat open areas. Link to comment Share on other sites More sharing options...
Richie Posted November 23, 2014 Report Share Posted November 23, 2014 Taviana was always my favorite map, It had multiple areas, a bridge for a choke point, well designed roads, mutiple cities/towns and mountain areas :) bits of all them and well planned will make a great map. Link to comment Share on other sites More sharing options...
YarwoodUK Posted December 13, 2014 Report Share Posted December 13, 2014 PvP Hotzones! Link to comment Share on other sites More sharing options...
TheVampire Posted December 14, 2014 Report Share Posted December 14, 2014 Large with lots of unique places to hide. IMO that's what made Chernarus such a good DayZ map was all the open woods for miles in game. Dense woods with large cities would be an interesting map. Link to comment Share on other sites More sharing options...
Darth_Rogue Posted December 14, 2014 Report Share Posted December 14, 2014 A mixture of terrain is what makes a great map. You want city areas where players can meet and find loot and battle. But you also want large expanses of open areas and equally large areas of secluded places too. The road networks matter as well. Getting from place to place should be simple but not too easy. Obviously roads have to follow the terrain for the most part, so take into account where you want roads to travel and try to keep from having the need for excessive hairpin turns and roller coaster hills. A few here and there is ok, but not every single one. The Trinity map was a perfect example of a very poorly designed road network. The map was beautiful in its looks, but getting from place to place was a nightmare. Link to comment Share on other sites More sharing options...
Santa Posted December 15, 2014 Report Share Posted December 15, 2014 Well, the people asked for it, Santa is here to deliver :) Either install AiA manually or download the launcher from gfsgaming.com :) Link to comment Share on other sites More sharing options...
Richie Posted December 15, 2014 Report Share Posted December 15, 2014 Well, the people asked for it, Santa is here to deliver :) Either install AiA manually or download the launcher from gfsgaming.com :) Does Santa know that no loot spawns in A2 buildings ? :unsure: How are you spawning in loot ? Link to comment Share on other sites More sharing options...
Santa Posted December 15, 2014 Report Share Posted December 15, 2014 Yes I do. There is plenty of loot on my server :) Richie 1 Link to comment Share on other sites More sharing options...
Darth_Rogue Posted December 15, 2014 Report Share Posted December 15, 2014 I don't know HOW he's doing it, but it seems to work. Just spawns on the ground though. Link to comment Share on other sites More sharing options...
Richie Posted December 15, 2014 Report Share Posted December 15, 2014 Yes I do. There is plenty of loot on my server :) Good job, congrats :) Link to comment Share on other sites More sharing options...
Santa Posted December 16, 2014 Report Share Posted December 16, 2014 I don't know HOW he's doing it, but it seems to work. Just spawns on the ground though. I could have made loot spawn in 'containers' like Epoch Altis does atm, but this saved me some work. As for the 'HOW' part. That's the magic of Santa my friend ;) Link to comment Share on other sites More sharing options...
Darth_Rogue Posted December 16, 2014 Report Share Posted December 16, 2014 Well if I had to guess I'd say you removed the dll checking on the server pbo and incorporated the A2 Epoch loot spawn scripts which use the older loot position-per-building method. Even if I'm wrong, kudos to you for getting it working as well as you have. Link to comment Share on other sites More sharing options...
Creep Posted December 16, 2014 Report Share Posted December 16, 2014 For a good map: Size, Survival games need a huge map to stay with their survivalfeeling, also you need places to hide out Matter (in connection with size) (The larger the map the more survival experience -> more way to drive/walk to get a good living) Performance (obvious) And the most important: Scenery, nothing is more important, every famous map has its own very specific one. If you want a good map you need a real life example and build up the exact same atmosphere Chernarus -> Ukraine terrain, dark, salvaged -> atmospheric Napf -> Switzerland atmosphere (as of what the author said) if weather is right its almost the same like chernarus, same goes for sauerland all of them got mountains and large flatland as well as mixtures of those large flat maps like Altis which can easily been overseen (overwatched hehe) from a single hill are the death for every survival aspects... Also the Vegetation is a big point. Woods > Desert Link to comment Share on other sites More sharing options...
Guest Posted February 22, 2015 Report Share Posted February 22, 2015 I think originality is pritty important, you need to make it as new too any one, but also that they get the feeling of confortable. Places were you can rest out from battle and you can build your base, and stay hidden from bandits and stuff like that. I think maps with those aspects are pritty good Greets -EditedSnowHD The Netherlands Link to comment Share on other sites More sharing options...
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