02-21-2007, 12:42 PM | #41 |
Join Date: Oct 2006
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How about remaking the_cove?
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02-21-2007, 12:59 PM | #42 |
Join Date: Jun 2005
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Im not sure about the space ship idea its a good idea on paper, but im not sure how we would make it work.
The jungle map would be better I think since we will have a common theme anyway. The trouble with that is it would be quite open we would need dividing cliffs/steap hills to make it work however with beaches theres a gradient upwards and we can just have a hill down after that and everything the otherside won't be rendered (hint horizontal over a brush beneath the displacement. |
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02-21-2007, 02:36 PM | #43 | |
Join Date: Oct 2006
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i like this idea...that map is awesome....i love to swim around in the water as a spy pretending i'm Jaws...i even hum the theme music to jaws while i'm swimming up on somebody...haha... |
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02-21-2007, 04:26 PM | #44 | |
Join Date: Jan 2005
Location: Montreal
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It's much easier to do the spaceship idea than the island and jungle idea. I'm all in for another dustbowl-like or a spaceship theme. The island theme, it's just impossible to pull off as an A/D map cause it needs to be big and source hates it when there's alot of water and tress. You gotta think hard about the complexity of the theme. There's a reason why the dustbowl theme is used alot, it's the easier to pull off. |
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02-21-2007, 06:10 PM | #45 |
Join Date: Jun 2005
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Space ship wise we have no textures or props for at all, so how are we going to create one let alone multiple styles?
With the jungle we cannot go crazy with props since its a TF game they would get in the way they are basically only for parts out of the way of gameplay so there won't be a huge ammount of props. Also we just have to be clever with optimisation and give the illusion of a vast jungle with a 3d skybox but we can enclose the route with fences/walls/cliffs easily so thats not an issue its just a new theme to adjust to. Whats for certain we cannot do farcry style open maps, besides that doesn't suit the gameplay we want. As a comprimise we could do multiple buildings connected by jungle areas outside that would allow people to do whatever they liked in the buildings themewise and still give us a unique jungle theme for a fortress map. |
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02-21-2007, 07:23 PM | #46 |
Join Date: Sep 2005
Location: Fort Wayne
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Anything except a space ship themed 2fort...
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02-21-2007, 08:41 PM | #47 |
Join Date: Mar 2005
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how about pitfall?
2 jungle-temples with jungle scenery in between? we'd need some temple textures of course. |
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02-21-2007, 09:10 PM | #48 |
Join Date: Jun 2005
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Remakes are very restrictive and are rarely better unless you change it significantly, besides with no common vision they are not really suited to a community map. Originality is probably better.
Can we have some sort of consensus on the theme please. Edit if we do the jungle theme I have permission from this guy http://www.logout.fr/hammer/?p=dm_tropic_enhanced to use the custom textures Last edited by o_own3r; 02-21-2007 at 09:57 PM. |
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02-21-2007, 11:26 PM | #49 |
Join Date: Jul 2006
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I am a fan of the Island/beach idea.
Jungle is OK, but it would be nice to see two islands separated by a sand bar... with maybe a sunken ship to offset the place. Now I am going to show off my l33t PS skills... No, it is not two egg yolks joined by some weird mass... I think it would be a cool idea. Matthew |
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02-22-2007, 01:42 AM | #50 | ||
Join Date: Dec 2005
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02-22-2007, 06:08 AM | #51 | |
Join Date: Jun 2005
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02-22-2007, 05:19 PM | #52 |
Join Date: Oct 2006
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how about this...
go with the castle idea... but make it Escape instead of AvD make it where you start off in the dungeon and have to escape out of the castle or something... make the traps like you see in the old knight era movies...fall into spikes....log come flying down at you...wall's crush you...axe falls on your head...arrows shoot out of the wall...fall into a pit of alligators(or women works the same)... build it with old brick,wood and stone textures(dark) and use a fair amount of torches(as many as you can for the look and feel of the castle without damaging FPS) |
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02-24-2007, 01:01 PM | #53 |
Join Date: Jul 2006
Location: Melbourne, Victoria, Australia
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Hmm a castle escape map might not be too bad but I don't know that it's worth doing it as a community effort. Trying to make traps in it is going to be pretty hard with people who have played the map before just dodging them all anyway.
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02-24-2007, 01:29 PM | #54 | |
Join Date: Feb 2005
Location: Belgium
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02-24-2007, 01:48 PM | #55 |
Join Date: Jun 2005
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Well we can stop them going below the surface with a clip brush, but I assume we would need to create custom water to disable the refraction. IMO the island idea has to be used to go inland where we can use things to optimise with like cliffs buildings hills etc.
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02-24-2007, 02:54 PM | #56 |
Join Date: Dec 2005
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i still think space ship idea.
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02-24-2007, 06:41 PM | #57 | |
Join Date: Jun 2005
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02-25-2007, 05:06 AM | #58 |
Join Date: Dec 2004
Location: Melbourne
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You could remake spacebowl but make it like, not shit.
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03-06-2007, 04:01 AM | #59 | |
Retired FF Staff
Join Date: Mar 2007
Location: The Peoples Republic of Harmfull Free Radicals.
Class/Position: Soldier, O Gametype: Doubble Mode Affiliations: Cassiotone Nation Posts Rated Helpful 1 Times
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__________________
TG: pretty much you have no idea how much i fuckin own at this game. TG: i bested no less than three flaming tornados and broke a huge wizard. |
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03-06-2007, 07:02 PM | #60 |
Religious Stamp Machine
Retired FF Staff
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Psst - since mappers have different styles, why not do a map where each mapper designs an area, and players teleport between areas, trying to capture them? That way inconsistent styles won't matter and everyone can do the theme they want!
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