Whats your favourite DM/CTF Multi-player level ?

brisck1

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Hi guys,
Im just doing some research for a good multiplayer map idea for a FPS. At the moment im torn between creating something team-based (CTF/Team fortress style levels) or Deathmatch.

Anyway im trying to figure out right now what makes a map popular and so need some input as to what are your favourite multiplayer maps.

The style and game doesnt matter, just state the map you liked best + platform (UT/HL/DN3d/etc) and give a reason as to why you think it worked so well!

Im hoping with this info i'll be able to cook up something fun for my MP map, and maybe decide which style to base it on :)

Thanks for your input guys!
Rob
 
Q2DM1 - The Edge (From Quake 2)

It worked well because of the elevation changes. A lot of Z-Axis movement. If you weren't going up a flight of stairs, you were going down a flight of stairs. Not to mention it had a sweet mini arena that was designed for railgun and rocket launcher fights.
 
carpark in perfect dark

i dont know what made it good, but probobly because of the varying open spaces and close combat.
 
CTF I always loved 2fort in TFC, it was just well layed out and gave a nice even balance of deffensive and offensive opertunities. Ive never been big on DM so I cant think of a map by name. :/
 
dm
opposing force: Bot.
Ctf
opposing force ctf: op4ctf_dam
tfc: badlands + dustbowl
 
Hldm:
Gasworks
Crossfire
Doom3:
Lightsout
Deltalabs
 
UT = Lavagiant and Facing worlds..
HL = Crossfire
CS = Assault
 
Fat Tony! said:
dm
opposing force: Bot.
Ctf
opposing force ctf: op4ctf_dam
tfc: badlands + dustbowl

gunyard for op4 ctf was fun too :)
i like op4_park alot...very good map IMHO.
 
HLDM: Subtransit - brilliant train allows for tactical variation and fun. Wealth of little passages aid game flow without being too complex. Excellent two-level arena area with balconies for height advantage and conveyor belts on top, where the train passes underneath.

Specialists: Henningsen - good mix of tight corridors and wide, airy open spaces. Lots of cool scenery, opportunity for stunts and good flowing layout. vertical variation - witness the bridge, plate-glass skylight overlooking a two-levelled room, and huge sloping stairway.

UT: Facing Worlds (newer version) - Towers are fun for sniping and also impressive. CTF maps are best when symmetrical and this is with the long drop around the outside to keep things looking open and smooth both long and short range combat opportunities. Also, Junkyard on assault, good because of the wide open sniping opportunities and the way the jeep must go along a low road while jump pads provide players with transport above it.

And of course, Halo's Blood Gulch for its lovely rolling hills, conpact flag bases, two lil' passages off to the sides and good layout. Vehicles help too, but this map is good because it combines scale and elegant simplicity. Also good in the same game is Timberland - huge hills good for vehicles, tight dirt tracks, lots of twists and turns and vehicles go low down with troops on top of hills. Great for jumping, though I'd rather there was more than one way into each flag base.
 
Halo - Blood Gultch and Hang 'em High
HLDM - Crossfire
SCPT - Warehouse
BF1942 - El Alamein (er however you spell it)
CS - Siege/Assault/Dust 2/Oilrig
 
All quake3 maps :D

and some of the Halo1 I forgot their names
 
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