PUSH MAP MAKING TIPS AND BEST PRACTICES

Instructions for using and creating mods.
4 posts Page 1 of 1 First unread post
danhezee
Former Admin / Co-founder
Former Admin / Co-founder
Posts: 1710
Joined: Wed Oct 03, 2012 12:09 am


Push is founded on two principles:

1) Your enemy is always watching
2) Your team has to build to win

When making a map you want two sets of islands, one for each team. Spaced close enough together both teams can see what the other is doing. But far enough apart that bridging to the enemy's island seems stupid.

Each teams' island chain has a series of islands that are roughly 10 to 25 blocks apart.

Usually toward the end of the map is a shared island both teams could bridge too. However we have seen a few maps with shared islands towards the middle of the map which maps for interesting gameplay.

Spawn and command post locations are set via map extensions:
Code: Select all
extensions = {
'push': True,
'push_spawn_range' : 5,
'push_green_spawn' : (398, 465, 62),
'push_green_cp' : (286, 55, 55),
'push_blue_spawn' : (186, 467, 62),
'push_blue_cp' : (271, 55, 55),
'water_damage' : 100
}
Image
Skynet
Modder
Modder
Posts: 252
Joined: Tue Oct 30, 2012 10:37 pm


Any kind protection against spawn killing is also a great idea.
Obstacles for the player to go threw or around are also a good ideas. For example Egypt, a map made by Tank. He has strategically places the control points inside a pyramid rather than putting them on the outside of it.
gunmodderNUMBER2
Deuced Up
Posts: 29
Joined: Thu Jan 17, 2013 11:21 am


danhezee wrote:
Push is founded on two principles:

1) Your enemy is always watching
2) Your team has to build to win

When making a map you want two sets of islands, one for each team. Spaced close enough together both teams can see what the other is doing. But far enough apart that bridging to the enemy's island seems stupid.

Each teams' island chain has a series of islands that are roughly 10 to 25 blocks apart.

Usually toward the end of the map is a shared island both teams could bridge too. However we have seen a few maps with shared islands towards the middle of the map which maps for interesting gameplay.

Spawn and command post locations are set via map extensions:
Code: Select all
extensions = {
'push': True,
'push_spawn_range' : 5,
'push_green_spawn' : (398, 465, 62),
'push_green_cp' : (286, 55, 55),
'push_blue_spawn' : (186, 467, 62),
'push_blue_cp' : (271, 55, 55),
'water_damage' : 100
}
Image

GOD DAMN YOU MAKE MY WORK EASY
1) Your enemy is always watching
2) Your team has to build to win
THAT IS GOING INTO THE BUILD AND SHOOT ADD
MKU
Artist
Artist
Posts: 383
Joined: Wed Oct 31, 2012 12:20 am


A big thing to do at the beginning is make a big Xx2x3 wall at spawn. That's Length x Width x Height. The length of the wall is whatever you want. The width should be 2 to prevent weapon griefing. The height, since the player model is at least 3 blocks high, you want it to be 3 to protect heads and what not. What I've seen people do is make the wall cover the whole spawn island.

When making your bridges, you want the bridge wall height to be at least 3. The width of the wall is up to you, because the bridges integrity is the amount of blocks connected to the ground (the bridge floor). You want to make the floor as big as possible so it's harder to grief from the opposing sides. And where there is griefers, there has to be people to patch up the griefed spots, so make sure you have a few Handy Mandys and Bob the Builders on your team. The last bridge is probably the easiest to grief, because people usually rush and just build a one block bridge. Don't make this mistake. Have at least 2 people build and 2 people defending the builders.

Another big thing is that this gamemode is not all about kills, so don't focus on building bridges to the other team's side.

Yeah, that's pretty much it.

With love,
MKU (pro push player)
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