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2jane is a Cod2 inspired, Tunisia located map.
The idea is to "port" the map to SkillWarz, keeping its main essence, and remaking everything else which aren't working in SW.

(Disclaimer: It's not a great competetive map, but it is fun.)

Basic top-down layout:




Edited by lawrior
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So here is how the not-so-rough block/building layout looks like.



I had to rework it a few times, since first I scaled it too small, then the next time I shot some reference photos of the original map with dummies in it, so I could adjust the blocks/building sizes. Aand, I messed it up somewhere along the rescaling process and ended up with a really huge map.  However it looked more like the original one and felt way better when I playtested it, but everything was just too far, it took too much time to reach from pointX to pointY. So I started over once again, took some more reference photos, and finally reached a scale where I could say it's good enough.

Prototype1 for scale:





Good enough                                                                                     Too small

I only have around 10-40 minutes a day to work on it, so it will take some time til I can release a beta version.

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One thing I will say is that maps feel way bigger when there is no one else in them. The reason being, that in game you and the enemy will run towards each other, so the map feels smaller than when you run around by yourself.


IDK if you have played my map Tightrope but here is a size comparison:



There's 3 floors in each building, some parts of which are blocked, so each building has the playable area of roughly 2x its footprint. Most people consider this map to be moderately large, and it's a bit bigger in total area than your "good enough" size. My point is that the "little stuff" like individual buildings on your map will lose their individuality if the map is too small. On small maps people will 90% of the time "bum rush" from 1 side to the other (I learned this on my map "System"). So I wanted to let you know, if you want various buildings to be used uniquely you need to increase the scale. If the buildings in the middle are for decoration, your scale is good. 👍 

Edited by impossybull
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  • 3 weeks later...
  • 2 weeks later...


The day finally came... Here is the official release of 2jane.
I will call this Alpha version.



In the next update I will fix some cosmetics and bugs.



After that I will make the map a little bigger.
Then when I will have time, I'll post a "making of" and some tutorials about porting. I wrote the transcripts weeks ago, but didn't have much time to record it.

In a day or two I will show you the full size version of this map in map editor.


Ps.: I'm pretty tired of making this map, only decreasing the size from (126 kb to 98) took 10+ hours. Don't worry I will keep working on it.

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On 9/25/2020 at 9:20 PM, impossybull said:

Yikes, how did it take you 10 hours to reduce the size? Making Tightrope and Penitentiary combined was 10 hours for me 😬

So you know I created 2janeStripped, where I deleted props, buildings, and interiors. I wasn't satisfied with that result. So I started over from 125 kb. I checked every building, if I could simplify/optimize it. Figuring out what props are necessary, what are purely cosmetics (like the wooden roof). Deleted details like chimneys... instead of outside buildings I created walls. But somehow deleting complicated stuff and replacing them with simple stuff I ended up having larger map size(kb).

I share with you my 6 days of suffering.
(There are some interesting file names 😂)





Edited by lawrior
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  • 1 month later...

- fixed previously mentioned cosmetics
- removed elements which aren't effecting gameplay and overall look of the map
- filled up empty spaces
- placed down more spawn points for DeathMatch
- replaced the claustrophobic high walls with buildings
- improved on flow by adjusting props 
- now you can't get out of the map (or at least I hope so)
- some coloring
- added night mode

Major modifications:

Back walls:





Side wall:











New spawnpoints for DM:
(Yeah, stupid color choice.)



Edited by lawrior
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Not really. Spawn points for Tdm looks like this.
Blue team spawn points are inside the blue circle. Reds are in the red. (Or at least that's how I intended, if I messed up the exports I will fix it)

Right now this map is too small, short for tdm, team gun game. So I am working on a larger 2jane map, with the spawn zones placed farther from each other. And I hope that would work for a future diffuse game mode as well. I am having great a time since I am watching movies like Three kings and The Siege of Jadotville for building, layout references. :D 

P.S.:Aannd there are new ways (2 at least) to get out of the map, I love it when I fix things and simultaneously broke something else. :DD 

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