Post by HiddenSaint27 on Sept 2, 2015 4:12:46 GMT
Flight Of The Dodo - GTA - 16 players - 2 teams - 2 rounds - 10 minutes per round - 1 score to win - Forced + Pickups
Description: The Dodo plane is loaded with crystal meth and it's destination is meth land A.K.A. Sandy Shores. Team 1 starts with the Dodo plane and Buzzards for protection. Team 2 starts with Hydras and Savages and needs to intersect the other team before they reach Sandy Shores Airfield. Minimum of 2 rounds.
More Info: Yes, I realize that means this capture could potentially last 30 minutes. But I'm hoping that would only happen if everyone did nothing but walk in circles from the time it started to the time it ended. I may be wrong, though. If both teams are of equal skill and very engaged in what's going on, they both might never score. I haven't figured it out why yet, but in some cases it is impossible to lock on to the Dodo with a Hydra. This makes this capture so much better! Unfortunately, sometimes it does let you lock on and then shooting it down is very easy unless the pilot actually makes some maneuvers.
Team 2 spawns in the military base with 2 Savages and 6 Hydras. They must shoot down the Dodo to make it respawn in the airport. Then one person has to land it at the military base while being escorted by their teammates. They will respawn in Hydras at the military base.
Team 1 spawns in the airport with 7 Buzzards and the only capture vehicle, the Mammatus (previously called Dodo). They must land the Dodo on the runway at Sandy Shores Airfield while being escorted by their teammates. They will respawn in Buzzards with no respawn area.
Marijuana Madness - Raid - 16 players - 4 teams - 1 round - 10 minutes per round - 4 bags to win - Forced + Pickups
Description: The neighbors are trying to steal your weed! Tips: Each team has a sniper's nest at their base. Hire one of your teammates to keep watch over your stash at all times. There are 4 teams, so play this with 8, 12 or 16 people to make it even.
More Info: One of my first captures and imo one of my best. For some reason it never got played by anyone except me and a few who bookmarked it when it was new.
Set in the town of Sandy Shores at night. Each team has a base with their own sniper's nest next to it, so if you are on defense you have a good view of who might be stealing your weed. Respawns are on foot but there are cars placed near bases. Everything is balanced and equal for all teams. Great fun with a big lobby but small lobbies won't enjoy it at all. Owned weapons could be used if the lobby is 8 or less players.
+DEATHRUN DELUXE+ - 16 players - 2 teams - 3 rounds - 5 minutes per round - Forced + Pickups
Description: Can you survive this? Play 'til you win! Team 1: Kill your enemies by shooting traps (floating vehicles) or explosive barrels. Team 2: Run for your life! Once you're in a safe place, wait until the coast is clear before proceeding. If you make it to the end, you get a grenade launcher + RPG to kill the other team.
More Info: My last team standings all ended up on YouTube, so click for gameplay. If you haven't played a Deathrun yet, you're missing out. I'm not sure who was the original creator of this genre but whoever it was, their idea was more creative than CCC_010's. If you want to make one of these on last gen, I recommend against it. Cars cannot be placed on props without a lot of trial and error. There are still plenty of ways to make Deathruns without placing vehicles on props, though. You could make one in the opposite direction of this map, with a Technical or Insurgent Pickup placed on top of the Maze Bank building so when players finish the Deathrun they can use that to kill the other team.
The idea here (which is not made obvious by the picture) is that one team starts on an isolated platform with nothing but Sniper Rifles. The Sniper team has to shoot the floating vehicles (traps) to make them land on the Runners. This is most useful when the runners are hiding behind cover. Otherwise, the Sniper team should be shooting directly at the Runners or at the explosive barrels/gas tanks. The starting weapon is a knife, so the Runners are without any weapons that can be used to kill the other team until they reach the very end of the destruction course. (grenade launchers and RPG)
Setting to 2 rounds is not recommended because it's possible it would be over within 2 minutes. I know this is how GCCC always does it with LTS or captures, but hey, that's why I'm giving all the details here.
Root of all Evil - GTA - 16 players - High Concept - 2 teams - 2 rounds - 10 minutes per round - 8 scores to win -
Forced + Pickups
Description: We once thought money was the root of all evil. But now we can see that it is actually agriculture. See, it turns out that if people never started growing food themselves, they never would have grown in population. And if they never grew in population, they'd have never decided their own continent wasn't big enough. Facts are facts. Once Europeans started with agriculture, world-domination became an essential next step for them. Now, the best option is to blindly kill all those who farm.
More Info: If any capture needs an explanation, it's this one. Sometimes you just want to express a theory in your descriptions so describing the actual gameplay kind of goes out the window. (lol)
One team starts at Sandy Shores Airfield with two 5-seater Velums. (and some other vehicles for those who idle at the beginning of jobs and then look around thinking "What am I doing? Is this a deathmatch or......?"
How they handle the next part is up to them but the easiest thing to do is jump out of the plane while it's above the farm and parachute down. Landing on the runway is another option, along with crashing into a telephone pole.
Their objective is to steal the farm equipment from the other team, which is being guarded (hopefully) by the other team and the dependable NPC's. Since they are blind to reason and hate farmers, they want to end their operation. So they decide to drive the farm vehicles into the lake. Once they do so, they jump in one of the nearby Rat Loaders and head back to the farm to cause more trouble.
The other team starts at the farm, where most of the action is meant to take place. Their only concern is to protect the farm equipment. Not to capture a vehicle. It is impossible for them to capture their capture vehicle. I understand this means they are destined to "lose" the game, but who cares? This is a high concept capture and the difference between 5,000 pretend dollars shouldn't cause you to negatively critique it. I like high concept captures and can't understand why only a few creators in the history of GCCC have decided to make some. Zorvaine is the only other creator that comes to mind, but I'm sure there are more.
Hold the Fort - Contend - 16 players - High Concept - 2 teams - 2 rounds - 10 minutes per round - 1 score to win - Forced + Pickups
Description: INSTRUCTIONS Team 1: Get into position immediately and defend the Security Case. Don't fall asleep; the other team only needs to score ONCE. Team 2: Get in a vehicle and storm the fort. Steal the Security Case and bring it to the hideout. You will have additional CPU teammates. NOTE: Team 1's capture item must not be captured, which is why it's placed in mid-air.
More Info: My first high concept capture. Along with Assassinate Obama, the idea was taken from a user-created map on an old computer game called "StarCraft". Had a lot of fun playing back in the day and wanted to bring some of it to GTA 5.
One team starts in the fort, unable to capture anything. Their only objective is to protect the case sitting in the center of the fort. They have watchtowers with heavy weapons placed near them.
The invading team starts somewhat nearby with either dirt bikes or dune buggies for transportation. They also have all the NPC's on their side. Their objective is to break into the fort and get away with the case. Strategically placed vehicles don't seem to be enough to ensure you always have transportation to the drop-off. Don't know what to do about this except hope someone doesn't decide to destroy all the vehicles. Played in Thirsty for More (or some other event) with a lobby of 10+ pro players. I recommended Owned + Pickups and boy was I wrong. I had only been able to test it with ~8 noobish players beforehand and owned weapons worked perfectly.
Moulton Castle - 16 players - 2 teams - 10 minutes - Forced + Pickups
Description: Protect the castle at all costs!
More Info: Sometimes when I make a new map, I say "This is my best one yet!". This has been one of those times. I love this map. I was going to make a race in the area and then decided to make another "Battle in the Woods". At first, I just figured it would be a really boring area to make a deathmatch so the map wouldn't turn out that great. I placed props around the perimeter of the area I intended this deathmatch to take place. Then, if I may give away a precious secret, I toked for the first time in 6 months and...well...I just started randomly building the structure on this hill. It seemed a little weird because the structure wasn't at all in the middle of the map. So how could it really be the center of attention? Good thing it isn't because then it would be too hectic. You have to find the castle yourself and decide if you even want to go in it. Maybe you notice it has Heavy Snipers and an RPG so you decide to go inside for that reason. Once you're in, there's a staircase leading to the top. The view overlooks the entire map and anyone who's up there has a bird's eye view of what's going on.
Both teams start on opposite ends of the map on the dirt road with 3 Technicals. Jump in and charge the enemy! Great way to start a deathmatch imo. Heavy Snipers are very available in this map, so the gunners will need drivers to avoid getting picked off.
Prop placement (apart from the Castle) is simple, yet organized and themed to look old. Vehicles are placed around the map if you don't feel like running. Almost forgot...This map was inspired by a real castle that was built in my hometown in the late 19th century, though I didn't realize just how similar the setting looked to pictures of the real thing until I went to take a picture of my version of the castle. So I had to name it after the real Moulton Castle.
Note: I will be posting any creations here that could use some explanation. As for other maps I've made, there's no need to post them here. I noticed no other creators have done so yet although the Share: Read Me (PS3) post asks us to. Hopefully this won't come across as being full of myself, wrapped in my own creations but rather inspire others to do the same here on this awesome new website.
Description: The Dodo plane is loaded with crystal meth and it's destination is meth land A.K.A. Sandy Shores. Team 1 starts with the Dodo plane and Buzzards for protection. Team 2 starts with Hydras and Savages and needs to intersect the other team before they reach Sandy Shores Airfield. Minimum of 2 rounds.
More Info: Yes, I realize that means this capture could potentially last 30 minutes. But I'm hoping that would only happen if everyone did nothing but walk in circles from the time it started to the time it ended. I may be wrong, though. If both teams are of equal skill and very engaged in what's going on, they both might never score. I haven't figured it out why yet, but in some cases it is impossible to lock on to the Dodo with a Hydra. This makes this capture so much better! Unfortunately, sometimes it does let you lock on and then shooting it down is very easy unless the pilot actually makes some maneuvers.
Team 2 spawns in the military base with 2 Savages and 6 Hydras. They must shoot down the Dodo to make it respawn in the airport. Then one person has to land it at the military base while being escorted by their teammates. They will respawn in Hydras at the military base.
Team 1 spawns in the airport with 7 Buzzards and the only capture vehicle, the Mammatus (previously called Dodo). They must land the Dodo on the runway at Sandy Shores Airfield while being escorted by their teammates. They will respawn in Buzzards with no respawn area.
Marijuana Madness - Raid - 16 players - 4 teams - 1 round - 10 minutes per round - 4 bags to win - Forced + Pickups
Description: The neighbors are trying to steal your weed! Tips: Each team has a sniper's nest at their base. Hire one of your teammates to keep watch over your stash at all times. There are 4 teams, so play this with 8, 12 or 16 people to make it even.
More Info: One of my first captures and imo one of my best. For some reason it never got played by anyone except me and a few who bookmarked it when it was new.
Set in the town of Sandy Shores at night. Each team has a base with their own sniper's nest next to it, so if you are on defense you have a good view of who might be stealing your weed. Respawns are on foot but there are cars placed near bases. Everything is balanced and equal for all teams. Great fun with a big lobby but small lobbies won't enjoy it at all. Owned weapons could be used if the lobby is 8 or less players.
+DEATHRUN DELUXE+ - 16 players - 2 teams - 3 rounds - 5 minutes per round - Forced + Pickups
Description: Can you survive this? Play 'til you win! Team 1: Kill your enemies by shooting traps (floating vehicles) or explosive barrels. Team 2: Run for your life! Once you're in a safe place, wait until the coast is clear before proceeding. If you make it to the end, you get a grenade launcher + RPG to kill the other team.
More Info: My last team standings all ended up on YouTube, so click for gameplay. If you haven't played a Deathrun yet, you're missing out. I'm not sure who was the original creator of this genre but whoever it was, their idea was more creative than CCC_010's. If you want to make one of these on last gen, I recommend against it. Cars cannot be placed on props without a lot of trial and error. There are still plenty of ways to make Deathruns without placing vehicles on props, though. You could make one in the opposite direction of this map, with a Technical or Insurgent Pickup placed on top of the Maze Bank building so when players finish the Deathrun they can use that to kill the other team.
The idea here (which is not made obvious by the picture) is that one team starts on an isolated platform with nothing but Sniper Rifles. The Sniper team has to shoot the floating vehicles (traps) to make them land on the Runners. This is most useful when the runners are hiding behind cover. Otherwise, the Sniper team should be shooting directly at the Runners or at the explosive barrels/gas tanks. The starting weapon is a knife, so the Runners are without any weapons that can be used to kill the other team until they reach the very end of the destruction course. (grenade launchers and RPG)
Setting to 2 rounds is not recommended because it's possible it would be over within 2 minutes. I know this is how GCCC always does it with LTS or captures, but hey, that's why I'm giving all the details here.
Root of all Evil - GTA - 16 players - High Concept - 2 teams - 2 rounds - 10 minutes per round - 8 scores to win -
Forced + Pickups
Description: We once thought money was the root of all evil. But now we can see that it is actually agriculture. See, it turns out that if people never started growing food themselves, they never would have grown in population. And if they never grew in population, they'd have never decided their own continent wasn't big enough. Facts are facts. Once Europeans started with agriculture, world-domination became an essential next step for them. Now, the best option is to blindly kill all those who farm.
More Info: If any capture needs an explanation, it's this one. Sometimes you just want to express a theory in your descriptions so describing the actual gameplay kind of goes out the window. (lol)
One team starts at Sandy Shores Airfield with two 5-seater Velums. (and some other vehicles for those who idle at the beginning of jobs and then look around thinking "What am I doing? Is this a deathmatch or......?"
How they handle the next part is up to them but the easiest thing to do is jump out of the plane while it's above the farm and parachute down. Landing on the runway is another option, along with crashing into a telephone pole.
Their objective is to steal the farm equipment from the other team, which is being guarded (hopefully) by the other team and the dependable NPC's. Since they are blind to reason and hate farmers, they want to end their operation. So they decide to drive the farm vehicles into the lake. Once they do so, they jump in one of the nearby Rat Loaders and head back to the farm to cause more trouble.
The other team starts at the farm, where most of the action is meant to take place. Their only concern is to protect the farm equipment. Not to capture a vehicle. It is impossible for them to capture their capture vehicle. I understand this means they are destined to "lose" the game, but who cares? This is a high concept capture and the difference between 5,000 pretend dollars shouldn't cause you to negatively critique it. I like high concept captures and can't understand why only a few creators in the history of GCCC have decided to make some. Zorvaine is the only other creator that comes to mind, but I'm sure there are more.
Hold the Fort - Contend - 16 players - High Concept - 2 teams - 2 rounds - 10 minutes per round - 1 score to win - Forced + Pickups
Description: INSTRUCTIONS Team 1: Get into position immediately and defend the Security Case. Don't fall asleep; the other team only needs to score ONCE. Team 2: Get in a vehicle and storm the fort. Steal the Security Case and bring it to the hideout. You will have additional CPU teammates. NOTE: Team 1's capture item must not be captured, which is why it's placed in mid-air.
More Info: My first high concept capture. Along with Assassinate Obama, the idea was taken from a user-created map on an old computer game called "StarCraft". Had a lot of fun playing back in the day and wanted to bring some of it to GTA 5.
One team starts in the fort, unable to capture anything. Their only objective is to protect the case sitting in the center of the fort. They have watchtowers with heavy weapons placed near them.
The invading team starts somewhat nearby with either dirt bikes or dune buggies for transportation. They also have all the NPC's on their side. Their objective is to break into the fort and get away with the case. Strategically placed vehicles don't seem to be enough to ensure you always have transportation to the drop-off. Don't know what to do about this except hope someone doesn't decide to destroy all the vehicles. Played in Thirsty for More (or some other event) with a lobby of 10+ pro players. I recommended Owned + Pickups and boy was I wrong. I had only been able to test it with ~8 noobish players beforehand and owned weapons worked perfectly.
Moulton Castle - 16 players - 2 teams - 10 minutes - Forced + Pickups
Description: Protect the castle at all costs!
More Info: Sometimes when I make a new map, I say "This is my best one yet!". This has been one of those times. I love this map. I was going to make a race in the area and then decided to make another "Battle in the Woods". At first, I just figured it would be a really boring area to make a deathmatch so the map wouldn't turn out that great. I placed props around the perimeter of the area I intended this deathmatch to take place. Then, if I may give away a precious secret, I toked for the first time in 6 months and...well...I just started randomly building the structure on this hill. It seemed a little weird because the structure wasn't at all in the middle of the map. So how could it really be the center of attention? Good thing it isn't because then it would be too hectic. You have to find the castle yourself and decide if you even want to go in it. Maybe you notice it has Heavy Snipers and an RPG so you decide to go inside for that reason. Once you're in, there's a staircase leading to the top. The view overlooks the entire map and anyone who's up there has a bird's eye view of what's going on.
Both teams start on opposite ends of the map on the dirt road with 3 Technicals. Jump in and charge the enemy! Great way to start a deathmatch imo. Heavy Snipers are very available in this map, so the gunners will need drivers to avoid getting picked off.
Prop placement (apart from the Castle) is simple, yet organized and themed to look old. Vehicles are placed around the map if you don't feel like running. Almost forgot...This map was inspired by a real castle that was built in my hometown in the late 19th century, though I didn't realize just how similar the setting looked to pictures of the real thing until I went to take a picture of my version of the castle. So I had to name it after the real Moulton Castle.
Note: I will be posting any creations here that could use some explanation. As for other maps I've made, there's no need to post them here. I noticed no other creators have done so yet although the Share: Read Me (PS3) post asks us to. Hopefully this won't come across as being full of myself, wrapped in my own creations but rather inspire others to do the same here on this awesome new website.
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