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DeathMatch Map - Printable Version

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DeathMatch Map - SonnyGamer - 06.01.2018

Hi guys
Today I made DM map for my project

I want to see your opinion about it
Final Version

Screenshots:





Re: DeathMatch Map - MaiYan - 06.01.2018

nice one


Re: DeathMatch Map - NaS - 06.01.2018

This doesn't look good nor fun to play DM on.


Re: DeathMatch Map - SonnyGamer - 06.01.2018

Quote:
Originally Posted by MaiYan
View Post
nice one
Thanks m8

Quote:
Originally Posted by NaS
View Post
This doesn't look good nor fun to play DM on.
Could you give me an advice? What exactly is needed for fun in DM maps? So I can edit it and make it better. xD


Re: DeathMatch Map - NaS - 06.01.2018

Quote:
Originally Posted by SonnyGamer
View Post
Thanks m8


Could you give me an advice? What exactly is needed for fun in DM maps? So I can edit it and make it better. xD
I don't know where you'd set the spawns but from the elevated positions you will definitely be able to spawn kill, no matter where someone spawns. If they spawn inside the hangar it's even worse, the feet will be visible before that player can even shoot back. If it's TDM one team will probably get spawn trapped quickly.

I can only suggest you to test it with some people and try to play as unfair as possible. Because that's probably what players will do - they'll try to find unfair spots and use them to their advantage. I guess once you make it to the parking roofs you can shoot anyone that is below you, but they will have a hard time hitting you back - but that also depends on how many players are playing.

I personally like maps that have a few open spaced spots (maybe not as big) but also some smaller areas so you don't get shot from all sides all the time.

You could for example make the current map a bit smaller, add another similar area and connect them through a few tunnels or smaller passages. Or add some cover to the ground so you can actually hide from people on the parking roofs.

You can also texture the objects so it doesn't look like SAMP 2008 and/or use some SAMP objects (like the concrete or grass planes, which look much better than the airport ground everyone uses).


Re: DeathMatch Map - SonnyGamer - 06.01.2018

Quote:
Originally Posted by NaS
View Post
I don't know where you'd set the spawns but from the elevated positions you will definitely be able to spawn kill, no matter where someone spawns. If they spawn inside the hangar it's even worse, the feet will be visible before that player can even shoot back. If it's TDM one team will probably get spawn trapped quickly.

I can only suggest you to test it with some people and try to play as unfair as possible. Because that's probably what players will do - they'll try to find unfair spots and use them to their advantage. I guess once you make it to the parking roofs you can shoot anyone that is below you, but they will have a hard time hitting you back - but that also depends on how many players are playing.

I personally like maps that have a few open spaced spots (maybe not as big) but also some smaller areas so you don't get shot from all sides all the time.

You could for example make the current map a bit smaller, add another similar area and connect them through a few tunnels or smaller passages. Or add some cover to the ground so you can actually hide from people on the parking roofs.

You can also texture the objects so it doesn't look like SAMP 2008 and/or use some SAMP objects (like the concrete or grass planes, which look much better than the airport ground everyone uses).
I agree with everything you've suggested me. I will start editing the textures and the ground.
+REP for good suggestions


Re: DeathMatch Map - MarkNelson - 06.01.2018

nice


Re: DeathMatch Map - Venture1997 - 06.01.2018

I would recomend you using irregular walls,and texturing it. example: ID 18331. I can't imagine doing an map without texturing.the way it is now,looks very unnatural and amateur.If u need help to texture it,text me.


Re: DeathMatch Map - SonnyGamer - 06.01.2018

Quote:
Originally Posted by Venture1997
View Post
I would recomend you using irregular walls,and texturing it. example: ID 18331. I can't imagine doing an map without texturing.the way it is now,looks very unnatural and amateur.If u need help to texture it,text me.
Pictures are now edited

@MarkNelson thanks m8


Re: DeathMatch Map - Bolex_ - 06.01.2018

Map looks good now, but textdraws are agerfasdad..


Re: DeathMatch Map - RogueDrifter - 06.01.2018

Nice i like it.


Re: DeathMatch Map - SonnyGamer - 06.01.2018

Quote:
Originally Posted by Bolex_
View Post
Map looks good now, but textdraws are agerfasdad..
Well thank you
@RogueDrifter thank u too


Re: DeathMatch Map - matiaas - 09.01.2018

very nice.


Re: DeathMatch Map - Eoussama - 09.01.2018

Not the best map for the genre, but it would work, it does have the feel of a stunt map.