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-M-KAIJU

COD Vertical MP Map Concept

Hey yall, had a few hours to download the Mod Tools so I decided to clean up a sketch draft of a map I was thinking about for a while. I had both B03 and IW in mind for this one. You can save/open the image up in a new window for a better view. 

 

I think anyone whose played COD can agree the 3 lane, while a reliable source of entertainment, can get trite and obvious at times. I sure that there probably is a similar map somewhere to this, in fact it made me think of one of the early maps from Halo 1, except it was far smaller and I don't quite recall its name. What I wanted to try out was a vertical 3 lane map using elements of maps I've enjoyed in the past. Kind of had this for Domination in mind and tried to achieve a good balance of equal tactical leverage moving sideways and vertically through the map. I also tried to spice up both the ground running and sniping by have each quadrant be specific to it's own style. 

I broke it down into 3 quadrants and 3 passageways intertwined. Also the main vertical shaft is scalable via a spiral staircase, water fusion silo walls, or along the outer walls. From each quadrant/control rooms there is a truss to the inner core stairwell/platforms. Each quadrant has a nice big window to the center, good for either defending or flanking, wile each passage also has a room with a exit to the center that can be used to navigate to another area or camp/defend the main shaft entirely. 

Starting with C, the power control room is a sniping gallery with a 2 nests facing one another and one facing the main shaft, giving it a slight advantage as it's the lowest point. A serpentine path through giant heat syncs allows one to cross the room as cover. 

Moving from C to B is the Garage with two small nest/rooms and a hanger with vehicles populating the mid-ground. The hanger also has a larger entrance to the main shaft with lip/platform. 

Moving along into the Water Control, or point B, one can use the pipes (by vert pipe i meant vertical as in it goes from floor to ceiling, not xgames style lol) as cover to the main shaft entrance or the elevated platform to A. This also is an advantageous spot for marksmen moving the other way through the map. 

Going from B to A is the water pipes which I wanted to emulate from BO3's micro/splash pipes because I dug them. Between the connections are two rooms and one with an opening to the main shaft. 

At point A is the air control room which I kept simple because it is the highest point in the map so I think it should be easily flanked to counter camping. Inside the room are 3 elevated fan props for cover. 

Lastly is the Air Shaft area which traverses the entire height from A to C with 4 close quarter areas for running in a ventilation system (would be could if u could augment the aluminum sound effect, might be cool with surround sound) with 2 small vertical rooms, one with platforms, one with yet another entrance to the center. 

That about is the long and short of it, anyone is welcome to give their suggestions and feedback while i'm working at it as my aim was to make a map that can satisfy everyone's COD taste. If there's any of you guys with 3D/Photoshop experience, I could always use a hand with a props/textures if you have the inclination/time. Looking forward to hearing what you guys think about it.

CODVERTMAPCONCEPT_BY_M_KAIJU.jpg

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Nice concept!!  I will be watching the updates!!

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Looks interesting. Luv too see some pics..

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Looks fantastic, but don't be quick to discount the assets that are supplied. Combining multiple blends and decals can get really nice results... Like blending glass with metal decals.. Oh yeah :-)

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@Steve Thanks! Just posted a small update below :D 

 

@Dundy Posted a 3D preliminary version below. 

 

@RaGe I 100% am trying to begin to think of nice combos for the different materials in the map. Is there cracking decal animations? I would like that for the main core. I was hoping I could use a fair amount assets for certain obstacles, for instance I'm not sure I want to model an entire fleet of vehicles for the garage, I've made other vehicles in the past but not sure they fit CoD. Most of the map is pretty unique geometry so I'll be looking to you guys for advice when importing this stuff later on. Thanks and kudos for the great reply RaGe!  

 

Some preliminary progress, tweaked the initial concept to make a better map flow and added an outer corridor to reach each main area. Made it nice and wide and plan to add obstacles moving upward for equal fighting conditions on either team. I'll also be adding a window in this corridor facing an outside view of the environment outside the facility, probably a rolling surreal landscape and sky. Finished the base architecture and connections between areas and am moving on to create the interiors of each quadrant, beginning with walls and simple details before cleaning the geometry up for normal maps later on. Note that some of the outer geometry on the pipes are just connectors and will not be visible from the map while in play. I'll be along with further progress shortly, but in the mean time, let me know what you guys think. This is the first map I've made using the available tools so I look forward to everyone's input and learning from the more experienced mappers. Thanks again, cheers!  

 

 

mp_myr_progress_01.jpg

mp_myr_progress_02.jpg

mp_myr_progress_03.jpg

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Posted (edited)

All of the main architecture/geometry finished, here is a quick exterior pan-down.

 

Edited by -M-KAIJU
Youtube Messing Up
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Very Nice!!!!

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On 1/1/2017 at 10:54 AM, Steve said:

Very Nice!!!!

 

Thanks! Next up is a descending interior WIP pan. 

 

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Looks great !!!

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Very interesting,
Impatient to see firsts screens

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On 1/7/2017 at 2:53 PM, Dundy said:

Looks great !!!

 

8 hours ago, 4t4chris said:

Very interesting,
Impatient to see firsts screens

 

Thank you fellas, here is an updated spiral way using the base materials to get an idea for lighting and background. 

 

 

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