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SW:JK3 Modding, Mapping and Editing
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Old April 11th, 2008   #1
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Default Key features of clan/RP etc. maps

In my spare time I've been messing around with making a sort of minimalist/modernist styled "smart-home" (controls for various features built in and able to control multiple things from one location) and was planning on making a neutral, generic clan map (as well as a few other things) out of it. But what really needs to feature in it? I know all the basic things like bedrooms, meeting rooms, dueling areas and so on, but what would make it perfectly suited for its role?
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Old April 11th, 2008   #2
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Default Re: Key features of clan/RP etc. maps

If you want to appeal to all clans, you could add a feature for clan leaders to customize the clan tags/symbols. Taspir Power Complex V3 has this option. For RP maps, (I'm saying this because I'm a novice Rper) you should make the map so it could be any environment. A skybox switching script, maybe?

EDIT: I'm unsure how the clan tag switcher would work. Maybe a large pad where you jump on the letters to spell out your clan's name? Again, I don't know.

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Old April 11th, 2008   #3
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Default Re: Key features of clan/RP etc. maps

The skybox script wouldnt work...

but i guess you could make preset skybox's and make a switch that moves skyboxes to have different time looks
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Old April 11th, 2008   #4
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Default Re: Key features of clan/RP etc. maps

I'm an experianced RPer and I don't really know what you could add to be honest. Generally it's common consensus that small maps = bad maps, in most cases anyways. I'm not too sure how well a home map would take to a RP community, because I mean, it offers a pretty limited genre of RP, unlike city maps n whatnot.
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Old April 11th, 2008   #5
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Default Re: Key features of clan/RP etc. maps

Skyboxes can easily be changed with an ingame shader remap, though the change will be instantaneous. A smoother change might be accomplished with some light/fog tricks. This isn't necessarily a selling point of the map, though.

Typical clanmaps tend to include things like council room, bedrooms or barracks, dueling rings, arena, training room, and bar/leisure areas. The way to make the map stand out seems to involve a functional layout, appealing architecture, and the extra "cool feature" aspect. The cool feature is something innovative or unique that increases the amount of fun players can have on the map. What exactly you choose to make is up to you, but some examples of a "cool feature" might be a clever obstacle course, a complex secret, or a uniquely-themed room. Best thing to do is ask the clan members what they would like to see and then work off your favorite ideas.

Hope it turns out great
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Old April 11th, 2008   #6
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Default Re: Key features of clan/RP etc. maps

A dueling arena is always a good addition to any clan map; the kind that off multiple platforms with innovative features such as elaborate viewing areas and/or seating as well as switches in the viewing areas that trigger trap doors, pillars to rise up, an npc to spawn, etc. hockey rinks, ice skating rinks, and plenty of secret rooms are always fun. A large leader office overlooking a courtyard, dueling arena, or the main interior is a nice addition as well. I haven't been in a clan for quite some time but I remember some of the cool features that were included in some of the better clan maps that I've seen. So just a few suggestions.

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Old April 12th, 2008   #7
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Default Re: Key features of clan/RP etc. maps

Ok, I like the idea of being able to generate an image/text in the map, I'll experiment a bit to see if I can get anything working like that. As for the skybox, I was already planning on being able to change from day to night at will, probably just using a func_wall setup and some different lights, but I'll also see if there's a way to make that smoother.
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