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View Poll Results: What Gameplay Should 4play have? | |||
King of the Hill | 16 | 53.33% | |
Toss the Flag | 11 | 36.67% | |
Demolition | 9 | 30.00% | |
Other (please explain) | 7 | 23.33% | |
Multiple Choice Poll. Voters: 30. You may not vote on this poll |
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05-23-2007, 08:15 PM | #21 |
Join Date: Apr 2007
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great work sofar, no comment on gametype but a question on maping, your displacements. for example the door arches, do you just use the displacement tools and move each control point ? or do you know of a more user friendly faster way? (besides the q3 patch app)
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05-23-2007, 09:28 PM | #22 | |
Beta than eva'
Join Date: Mar 2007
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Quote:
edit: nvm, you're asking a bout the entire arc being one brush aren't you? In that case it is all by hand. |
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05-23-2007, 09:48 PM | #23 |
Join Date: Apr 2007
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i was guessing that it was a displacement brush, it looked to clean to be clipped...
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05-23-2007, 09:52 PM | #24 |
Beta than eva'
Join Date: Mar 2007
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nah i meant originally clipped, then smoothed out and what not with the displacement tool
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05-23-2007, 10:28 PM | #25 |
Religious Stamp Machine
Retired FF Staff
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My door arches are made up of individual brushes, combined together to be a func_detail. It takes a lot of brushes, but most of the arches are inside, and I'm optimizing the map well so it shouldn't fark with anyones systems.
I'm using a lot of architectural displacements elsewhere, though, and I'm close to the limit (even though you cant tell from the screenies ) |
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05-23-2007, 11:11 PM | #26 | |
Join Date: Apr 2007
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Quote:
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05-25-2007, 07:56 PM | #27 |
Religious Stamp Machine
Retired FF Staff
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Thanks barron. My rule for 'when to use func_details' versus 'when to use displacements' follows this rule: If I can save a bunch of brushes by making it a displacement, or making it a displacement makes it look more how I want, I will.
For example, if I make a concave curve (the inside of a curve), I'll make it out of displacements to avoid using the 8+ brushes. On the other hand, if I make a convex curve, I'll usually just use a brush. I decided to use brushes in this example because it simply achieved the look I was going for more. And making such a small displacement arch would be a major pain in the f*cking arse. Much <3 |
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05-25-2007, 08:29 PM | #28 |
Join Date: Apr 2007
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yea i know what you mean, also the power core thing i was making did not sew correctly after i did it and it was seperating from the rest of the other displacements. i did it twice and every time i loaded it back it was seperating again. the cylinder tool was what i was looking for. the map im working on is going to need all the vis blocking it can, so im pritty much only going to be able to use func_detail in certain spots, and if i use any displacements ill have to drop a nodraw block in it, atm my map is 100% nodraw so a simple copy-paste would be easy. btw your maps are looking great keep up the good work
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05-31-2007, 12:33 PM | #29 |
Community Mapper&Idiot
Join Date: Mar 2007
Location: Finland
Posts Rated Helpful 1 Times
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One team must have all the flags in their flagroom to score get my vote.
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06-23-2007, 04:05 PM | #30 |
Religious Stamp Machine
Retired FF Staff
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Yeah.. so I finished the 4th base and the outside area.. everything except for final tweaks and the skybox.
Except just the vvis took 10 hours. So something tells me I'll be optimizing the map a bit more. Maybe instead of all 4 bases in a big field, I'll make the map in a swastika overhead pattern. So a midfieldy place, but you have to walk a bit to get to each base. But that could slow down the game a bunch since its 4 teams.. Another option is having each base be in a different setting, with portals between each. Preferences? Thoughts? |
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06-23-2007, 04:34 PM | #31 |
D&A Member
Join Date: Jun 2007
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Great looking map bud, I voted for KoTH, as for more gameplay suggestions, I would seriously consider limiting sniper use on these sort of maps. If you go into a pub that is playing something like murderball with the 4 bases facing the center, generally it turns into "Why bother going outside if you're going to get sniped?" Perhaps make it so snipers can't shoot the people in the field and only each other? I dunno, I'm not so much in to mapping, but I do know that snipers really ruin murderball. I say that because instead of playing the objective, most snipers just pick off anyone running in the field even if it isn't the team controlling the ball.
(For those of you who don't know, murderball is a 'control the ball' map where 4 teams fight for a ball that spawns in the center and take it to their base and try to control it for the longest, the longer you hold, the longer you get points.) In any case, which ever direction you go, I'm sure it'd be worth a play simply for the fact that it looks great, keep up the good work! |
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06-23-2007, 07:24 PM | #32 | |
Custom mapper
Join Date: Mar 2007
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Quote:
I say keep the 4 teams on the yard and make the entrance of each base block vvis, that will make all well and wont require a hike. |
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06-23-2007, 08:22 PM | #33 |
Who the fuck is this guy?
D&A Member
Beta Tester Join Date: Mar 2007
Class/Position: O Preferred Gametype: AvD Affiliations: [AE] Asseaters Posts Rated Helpful 2 Times
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I don't like the idea of the portals, really. At least with a normal midfield kind of design you could conc over to different bases, but if you have to teleport then people might just resort to setting up demo traps right where the teleport lets out... if ya know what I mean?
edit: And upload screenies of the green base please |
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06-24-2007, 04:50 AM | #34 |
Religious Stamp Machine
Retired FF Staff
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Heh, I'll upload screenies of the green base when I can see it ingame :P
Thanks for the suggestions, own3r - unfortunately, I've already done them. I've turned everything but the essential vis blocking stuff into func_details and blocked off all the entrances. Just before I added the green base, 4play took the same amount of time to compile as 2morforever, but now its like 1000 times longer. Musta farked up somewhere with the green base. Guess I'll just fly through again and nitpick - see if there are any gaping design holes sucking up that extra 9.5 hrs of compile time Anyone know any little thing that is easily missed that can drive vvis time through the roof? Does lighting have a big impact on vvis, or is it just layout and areas? EDIT: Did some tweaking - changed prop_dynamic_override entities to prop_physics entities that can't move.. removed some lights, fixed some detail shiat, and now the Vis is only taking an hr or two. Last edited by Imbrifer; 06-24-2007 at 06:22 AM. |
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06-24-2007, 08:03 AM | #35 |
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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Lighting doesn't affect vvis...
__________________
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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06-25-2007, 01:25 PM | #36 |
Heartless Threadkiller
Beta Tester
Forum Moderator Join Date: Apr 2007
Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
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First of all, good job with the map!
Second, I voted for "toss the flag"....and part of the reason why is that no one, to my knowledge(and I have played over 1000 TFC maps), has ever made a map like that before. One last thing.... For the love of God(s), someone re-make Beerrun!!!!! |
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06-25-2007, 02:45 PM | #37 |
Join Date: Mar 2007
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Could always make it so that it switches game types every time 1 team gets like lets say, 5 caps?
Kinda like how push maps change area after every cap. Though to do that you might have to "clone" the whole map and place it somewhere else. I dunno if this is possible, but maybe capping someones base 5 times can "open the generator" and then allow other teams to destroy it. Or you need to destroy their generator or whatever, which will then unlock the flagroom/flag. Either way, map looks badass man, cant wait. |
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06-27-2007, 05:51 AM | #38 |
Join Date: May 2007
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Alternates
A while back I made a few odd four player maps and I thought I'd share their concepts here even though I don't think they are always the best of ideas.
Alliance was a four player capture the flag variant in which each team had an allie and an enemy. If you scored your team got 10 points and if your allies scored you got 5 points. Obviously the goal was to win even at the cost of attacking your allies, but in general you wanted to assist eachother. Each team could only move one flag (their enemies) though they could kill anyone in their way. Rook was a king of the hill type map about half the size of murderball where each team had a flag and so long as your flag was carried on the hill by someone, your team would score points per second. |
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06-28-2007, 05:13 PM | #39 |
Heartless Threadkiller
Beta Tester
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Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
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^^^^ Anyway of getting ahold of those maps?
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06-29-2007, 12:40 AM | #40 |
Join Date: May 2007
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I made about 15 maps for TFC... I love them all of course. I got nice pictures of them on the website below but sadly I can't find anyone to host the maps. I tried fileplanet and jmc but neither site ever put them up. I am always up for playing on them and talking about them. They're my babies. Plus I love playing new maps with folks. Here's the link and a list of their names:
http://s139.photobucket.com/albums/q319/CVBrennan/ |
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