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Paintball Map

PostPosted: Fri Jun 05, 2009 9:43 pm
by -Maximus-
Lets see a paintball field map, the blow up "Sup'Air" bunkers would be territories. Other territs could be the field. I have seen: X's, circular, boxes, and pyramid shaped bunkers to hide behind. These could be put in as colors or whatever (yes we have a shapes map) but be collected as bonuses. You hold 3 of a certain kind of bunker, you get a bonus. For map objective if it is desired, could make "capture the flags" objective.

Here is a website with some pictures that might help as to what I see as a good starter map: http://www.warpig.com/paintball/tournament/cfoa/2007/xball4/fields/
This is where I need someone with map making skills, you guys are awesome by the way!

Other ideas using this field and blow up "bunkers" that paintballers hide behind:
-Could be like the St. Patty Day map we had in March 09. Have 8 "paintballers" all heading to a center objective "flag"
-Multiple "flags" and hold scenario, similar to Feudal War perhaps. But with these air up bunkers being just like bonus territs. Collect X amount and get Y bonus troops.
-Seek and Destroy all scenario: Have X number of "bunkers" held for Y amount of bonuses. Using multiple colors similar to Supermax: Prison Riot Map, but instead of having a leader for each color bonus, everyone just needs 2 or 3 and gets a bonus.


I'm for any feedback, if you see a way to create something not similar to any other maps using paintball field scenario, then fire away!

Re: Paintball Map

PostPosted: Sat Jun 06, 2009 4:22 am
by petrie000
i took a look at the map, and an idea sprung in to my head. i've always liked objective maps as compared to just conquest, so i was thinking that all the different obstacles would be territories with attack routes instead of borders, with a 'flag' space in the center that starts as a neutral with, like, a massive amount of armies.

all the different players start as specific points on one side of the map or the other, and then fight their way along the attack routes to try and get to the flag. Along the way there's plenty of dead end route, but those dead ends also give you the ability to bombard either the flag territory, or different places along the paths to the 'flag'. game ends when somebody manages to take and hold the 'Flag' space for 1 round. you'd get a good paintball feel to it, first rushing for the best position, then trying to maneuver under fire to get the flag.

If the map was set up right it could be a very fast-paced map that would work for free-for-alls, team matches, terminator and assassin games.

Re: Paintball Map

PostPosted: Sat Jun 06, 2009 7:53 am
by -Maximus-
Heck yeah, that would be an addicting map.

Re: Paintball Map

PostPosted: Thu Jun 18, 2009 5:43 pm
by pacman572
Sweet idea, in a team myself. ;)

Maybe you can suffer army penalties for each territory in the open?

And obvious bonuses could be for holding a certain number of snakeside or dorito side bunkers, e.g. snake 1 and snake corner?

Re: Paintball Map

PostPosted: Fri Jun 19, 2009 2:24 am
by petrie000
don't play myself, so i wouldn't know about a lot of the gameplay mechanics. i also suffer from the decided lack of java capability to design maps. i'd certain take a stab at it if i could, but until then anyone's free to use my suggestions and run with 'em.

Re: Paintball Map

PostPosted: Mon Feb 14, 2011 7:47 pm
by 40kguy
i was thinking of making one myself. im going to make a general lay out after if finish a couple of signatures.