Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Drug Wars
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Support

    3. Suggestions

GTAForums does NOT endorse or allow any kind of GTA Online modding, mod menus, tools or account selling/hacking. Do NOT post them here or advertise them, as per the forum rules.
Happy Holidays from the GTANet team!

Looking for quality group to run quality jobs, mature players preferre


handcuff_charlie
 Share

Recommended Posts

handcuff_charlie

Folks, I will be online running my creations tonite and looking to fill out the roster as full as possible.

My PSN ID is the same as my handle here. Send me a friend request ingame to get picked up.

 

If you need ramps everywhere and props and weapons strewn about in a totally illogical fashion so that you cant tell what the intent of the map is supposed to be, then you can save yourself the time and not bother wasting your time with my maps. They won't appeal to you at all.

 

Now if you appreciate well-thought out and constructed maps that offer specific flavors of gameplay to cater to diverse and/or specific playstyles....then you may find several maps here that you will enjoy.

So i will be hosting these for the next few hours so you can get a live run through them and bookmark them if you like.

 

It's a win for you because you get additional quality content for gameplay, and a win for me because I get satisfaction of seeing my creations played as they were meant as well as appreciation which always makes people feel warm and fuzzy.

 

See you in game.

 

Check out the list below:

 

 

1_0.jpg

NEW: Uncivil Action

Note: Team deathmatch. This deathmatch takes place entirely on the ledge/roof that runs around the LS municipal building. There is plenty of cover and weapon pickups include several shotguns and two Uzi's. Tear gas and molotov cocktails are also available to root out players behind cover. So far in the 4 or 5 test runs i have had this TDM has been one of the most popular I have created. My goal with this deathmatch is to have a fairly strightforward TDM where it was possible to hold off run-and-gun type players by using cover, but the cover is not foolproof as you can be easily flanked or smoked/torched out of your position.

 

 

1_0.jpg

NEW: Dueling Parking Garages

Note: This is a battle which is restricted to the top two floors of the twin garages at the airport. Team Deathmatch highly recommended. Respawn points are widely distributed so if your team gets bunched up on one side of your garage then you run the risk of the other team respawning on your side in your garage behind you. With full health you can make the leap onto the center building to get a couple RPG's to give your team a slight edge and perhaps take advantage of the position to employ better use of auto-aim to tally up some kills for your team. There is one "secret" spawn that can be a game changer if the right player gets lucky and gets the respawn there and is able to take advantage of it. It doesn't happen every match, and you'll know it when you get it :cool:

 

 

1_0.jpg

Tanks a Lot!

Notes: Team or normal deathmatch. Everyone spawns by a tank and assault rifle and spread out across the airfield with cover at spawn location from the next closest tanks. The goal is to offer true tank warfare with enough pickups so that players can take out the tanks after losing their own. RPG pick ups maxxed out across the airfield center, hangar and depot buildings, and the two areas of bushes and rock formations south of the airstrip. Vehicles located by respawns in airstrip center. Players must run for cover and pickup the RPGs if they are to survive and give their team a fighting chance at coming back if they find themselves losing their tanks first. A single buzzard is available, but it will be tricky to get in and takeoff without getting shot down.

 

 

1_0.jpg

Island Warfare

Notes: Team deatchmatch, 2 islands a short swim across from each other. Each team spawns on one island with terrain cover as well as cover from props. The goal was to take auto-aim out of the equation. In order to use auto-aim, you will have to get yourself onto the other island, which will happen eventually since respawn points are random, but it seems as though the game somehow respawns one team over to the opposite island one by one until each team finds themselves holding the opposite island, and if the round continues the roles reverse again, a very cool, even though unintentional, effect. Sniper rifles are the pickups. as well as one knife & pistol located by the jet ski if someone wanted to flank the other island and stealthily kill off the other team (I have gotten away with 3 knife kills a couple of times, so it can be done when the other team is inattentive and fixated on their scopes or the other island) Also there is an RPG located on a rock just in front of each island but which requires you to be a sitting duck to go down and get it in front of the other team, plus it is of extremely limited use in this arena, they are more as bait for suckers than to give anyone an advantage.

 

 

1_0.jpg

Pier Pressure

Notes: Team or normal deathmatch .The goal was to have all out combat underneath the pier. I sealed off the sides to restrict the fighting to directly under the pier where the dozens and dozens of columns create a tricky environment to fight in, I added plenty of props as obstacles and cover so that the arena of play could accommodate 16 players.

 

 

1_0.jpg

Sonuva Beach

Notes: Team or normal deathmatch. The goal was a shotgun only deathmatch in a fairly confined space. Grenade pick-ups available to keep people honest. Lots of obstacles creating lots of cover so that it doesnt just turn into spawn camping,

 

 

1_0.jpg

Vespucci Beach Bloodbath

Note: Team or normal deathmatch. This is a wide open unrestricted deathmatch. The goal was to have a deathmatch like the R* deathmatches but that it takes place over the entire park area of Vespucci beach. The R* vespucci beach DM takes place more in the two streets next to the recreational park area rather than on the beach/park itself.

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

 

1_0.jpg

NEW: Mirror Park Grand Prix

Note: The goal for this track is to provide a fairly short loop circuit with road conditions that wouldn't let you run it flat-out. You have to learn where the dips are in the pavement to avoid losing control. There is a fairly obvious shortcut in the track layout as well, though many will miss it.

 

 

1_0.jpg

NEW: No Parking!

Note: The goal here was to have a very short, down and dirty loop race with the added twist of being on elevated roads. This circuit loops around the upper deck at the airport terminal

 

 

1_0.jpg

NEW: No Parking!!

Note: This is the extended version of "No Parking!" Not only do you race on the upper loop, but the lower loop as well. Two opportunites for mayhem where the circuit route crosses itself.

 

 

1_0.jpg

Back to the Beach

Note: I wanted a point to point that started at the beach, went well into town, and then ended at the beach incorporating the Vespucci promenade/boardwalk into the route.

 

 

1_0.jpg

Back to the Beach II

Note: Best raced with motorcycles, all car classes available though. The goal of this race was to incorporate the Vespucci Beach promenade/boardwalk into another point-to-point. Unlike the first Back to the Beach, this one takes you through downtown and the homestretch is on the promenade in the reverse direction. Beware the section at the downtown Ammunation store. You can either go thru the narrow alleyway, or up the roof parking lot entrance and straight off the edge of the roof to get to the next checkpoint in front of the construction zone. Neither choice is faster or easier than the other.

 

 

1_0.jpg

Isle of Elysian TT

Note: The goal of this race is to be a high speed run through as much of the entire industrial area of Elysian Island as possible and to incorporate at least part of the race running through a building at speed.

I do not like ramps/jumps just thrown into races for no good reason. However given that a crucial part of the route was blocked by a fairly sturdy fence, there really was no other option without sending traffic up the same stretch of road that it arrives in (there is already a stretch about 300 yards or so long that is 2-way later in the circuit).

 

 

1_0.jpg

Isle of San Andreas TT

Note: The goal was an "Isle of Mann" type race all the way around San Andreas, but which would incorporate at least a couple of interesting or tricky areas off the perimeter highways so you couldnt just run flatout the entire way turning the race into a slipstream battle and making it a total bore if raced in GTA mode (first to grab missiles and land a hit wins 10 minutes later).

EDIT: Can be raced with supercars as well

 

 

1_0.jpg

Grand Theft Aero

Note: I wanted this to be a truly hard air race. I wanted the checkpoints as low as possible to create as much crash risk as possible, part of the route to weave around buildings downtown, and then a section with a steep climb only to dive back down through the skyscrapers. So the climb and dive in downtown is an integral part, as are the bridge-diving checkpoints in the LS river. No way you are going to win this race without serious piloting skill.

 

 

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.