ff_waterhazard (Warpath style)
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ff_waterhazard now available, updated with res file... https://duo.dur.ac.uk/bbcswebdav/xid-8417903_1 Mirror: http://files.filefront.com/ff+waterh.../fileinfo.html https://duo.dur.ac.uk/bbcswebdav/xid-8417904_1 need mirrors https://duo.dur.ac.uk/bbcswebdav/xid-8419107_1 So I finally got round to posting a thread for this... A Warpath style map, with 5 cmd points, 10 sec delay on recapture of points, moving spawns, all wrapped up in a hl2 waterhazard theme (canal sections)... The cmd point are shown by the numbers below (the colured spots are references for me to show where teams spawn according which points you own). |
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more, though they appear to be very dark, I don't know why this is, it's lighter in game...
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Looks very nice, and fun! Can't wait to test it
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Damn, does look nice :)
More reason for me to get the Lua for it working :P |
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i cant wait to play this , it looks 'old school' in a good way... cant wait to see it in rotation ! |
Environmental light looks a little washed out and yellow, but other than that looks nice. I like the layout.
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There are distinct lighting zones, so that as you move between zones in map ie cmd 1 -> 2 you feel in a different section of map, helps you know exactly where you are and feel you've moved...
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I've nearly got the LUA for this ready and working, I've sent you a PM with the list of names you need to call your entities/caps and stuff so you can get your map ready for when I get it finished up.
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Waterhazard is so close to release it's unreal, thanks to Pon for his amazing LUA skills, expect a tester vvvvv soon, release should be by weekend if all goes well
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I can't wait!!!:shock:
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Anyone any good at texture creation?
Just asking as I'd like to have some way of showing a CP is disabled on the HUD in the LUA I'm making for Mongoose, and I was thinking a cross/something similar overlaying the CP status icon would work well... The size needed is 64x64, and should be transparent aside from the cross I guess. It's be overlaid on a HUD icon identical to the ones used in cz2. Not essential I guess, but it would be appreciated if anyone can. And yes, I tried to make one myself.... me and photoshop don't see eye to eye... :P |
########RELEASE#######
ff_waterhazard now available https://duo.dur.ac.uk/bbcswebdav/xid-8417903_1 https://duo.dur.ac.uk/bbcswebdav/xid-8417904_1 need mirrors |
Get it now!
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sweet! will try to check this out today!
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Took a look around, very nice map. Hope to get a good game of it sometime soon :)
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Cheers for all the LUA help Pon, you're a lifesaver!
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No problem, glad to help :)
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i did a listen server and tried this map out alone
is the lua written so that the cap points dont' work unless thre's more than 1 person? plus, i have no idea where the cp are... |
Have a look again, teh cps are blindingly obvious, the FF pads which acquire a flag once capped. The reason you struggled is maybe because you need to cap all in order, so you can't cap point 3 till you have 2...
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wait, so am i supposed to be able to grab the flag? because i can't seem to grab the flag
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Nope, not at all. The flag just indicates which team owns the point. 2 and 4 are on some bridges.
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No, you don't pick up any flags. Your team has to touch each cp in order. The second point is on a raised catwalk, so it's easy to miss.
There are a few things that bother me about this map. The lighting is ugly. Everything looks yellow-green and nasty. There's a visible red sun, but there doesn't seem to be any red light coming from it. Also the map is kind of claustrophobic. It's mostly tall, narrow square corridors. All the debris that's laying around makes this worse. It's not as bad as Epicenter, though. I don't like all the barriers that necessitate assisted jumps. It seems like it will be really frustrating trying to climb up to command points 2 and 4 while under fire. There's a ladder before the final cp, next to a dock prop that's really hard to climb. Even without people shooting at me I had trouble getting up there. I would get rid of these annoying barriers. If the map plays too fast, make the route longer so that the defense has more time to stop attackers. All this is just from a quick runaround, so maybe there's stuff I missed or that I just have to get used to. Maybe it will play brilliantly. I hope to see it on the servers. Stuff I like: hey, it's warpath, and the more non-ctf maps the better. Also, it has a good theme. The same old fort architecture gets a bit old after a while. |
I believe you need to create a .res file to tell the server to send the custom texture files and your loading screens. I just put the map my little home test server. I purposely left the files out of my game files so I can check dl (I run fast dl bz2 format for AE Server). so I noticed that it didn't dl the dirt path texture or the loading screens. Get it to do that and I'll put it up on the AE Server and see what kind of play it gets.
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use bspzip for custom textures and just embed them into the bsp itself.
this does not work for loading screens. |
Is it just me, or does anyone else enjoy the confusion non-ctf maps seem to generate when people who seemingly haven't played anything but ctf try them? :p Always makes me smile for some reason...
Anyways, for those not familiar with the warpath style of play, here's a quick run down of the map: 2 teams 5 command points (each team starts with their first cp owned) Capture points in sequence (typically blue 1 through 5, red 5 through 1) - no flag required Flag on CP denotes ownership status only (no flag - not owned yet) Newly captured points disabled from enemy capture for 15 seconds All points captured - round resets Scoring: 200 fortpoints per individual cp 1000 fortpoints/30 teampoints for final HUD: Shows CP ownership and disabled status |
Ok, sorry about that RES file issue, have now updated zip to include res file...
Also updated links. Once you work out it's warpath style, it becomes v simple... I think you'll find alot of trimping possible, and easy to get upto cmd 2 / 4 because of all the slopes to bounce off and up... Just play around and you can really have some fun |
all sorted
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I hate when peopel wander around looking bored then dismiss the map because they can't be bothered to figure out the new game type.
I mean, a warpath style map should be easy enough, but sometimes you really gotta cram the necessary information down a players throat. Fortunately, being able to put dynamic icons on the hud, and give players spawn messages and stuff really helps with that. |
use the loading screen to your advantage...explain the map as best you can there so that people know what they are joining!
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New loading screen implemented
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Do I need to download the whole zip again or do you just have the loading screen?
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just a new loading screen... BSP is the same (if you want it just ldoad again, file isn't very big)
For servers make sure you have the .res file I've included Lets arrange a play sometime |
I'm down...just let me know when and where!
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I played it and wasn't very happy with how easy it was for a solly to cap the last two points. He can cap it before the opposing team can cap point 2/4
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