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Cordon map - WIP

Started by tmh47, 26-12-2008

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This is my Cordon map WIP thread, where i will post all information regarding my WIP cordon map. I hope everybody will help me in any way they can and please if you can then post Cordon reference pictures here. I would like overhead maps (Like the PDA map in STALKER) and then if you guys could take pictures of the POI's (Point Of Interest's) and some of the places where height is essential, for now i will make a blocky style map to work out from, pictures incoming.

EDIT: How much of The Cordon would you guys like to see, and anything extra you might want may be listed here. And please do not attempt to hide your inner thoughts about a giant military base placed around the giant anomaly at the bridge if that's your idea.

http://stalker.heroesradio.com/ZoneMap.php

Got overhead maps of basically every location in Stalker.

The entire area starting from the Barkeep to the town, the bridge, and the military base for starts. Then to the bandit camp (the first mission area).

Yeah that area would kick ass.

I've been doing most of the road actually and it would fit just exactly that area, but then again i'm thinking of using the whole Cordon area, would that be too laggy? And if so, post just exactly how much you want, the "starting" area just doesn't support Mono, Freedom, Duty and Milifags if we're going to have a base set for each, especially not IF the bandits take the car park (The first mission place). So i'lll either implement something wich weren't in the real STALKER or just make it exactly how most of the map is.

PS: :rockon: guys :D

Whole cordon area would support most of the groups i would think. You could also add in the Garbage so that there is something further past the army outpost.

You do read my mind, right? 'Cept the fact i weren't thinking on adding The Garbage, but i believe two milifag checkpoints would be enough? And of course i should add something interesting to the checkpoints, making them worth checking out. Oh that reminds me, i was thinking of adding a teleporter on the map, so weapons "dissapearing" would get ported to a set position, maybe have the two milifag checkpoints have armories where the weapons could then go? This would add a reason to attack the Milifags/Negotiate with them, and it would make their places MUCH more interesting, i do see problems in this though. I see lots of people saying :ban: all time, but tell me what you think.

that idea sounds pretty awesome but it would have to be policed pretty harshly, the millifags would get alot of guns, suits and other things.

Maybe i should make 4 teleporters then (For four sections of the map) on teleporting to the upper Milifag base and one to the lower, then the rest to tele to the trader and one to a special Admin room?


Yeah that sounds good i reakon.

The train wreck is a must !

Quotebreslau: if i cant cheat i dont wanna play
breslau: period


If i did not add the train wreck, i would have been taking a 5 mile walk in the brain schorcher.