06-19-2006, 10:52 PM | #21 |
Join Date: Jan 2006
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Interesting idea, and well done so far
I have very little idea whether this will be fun or frustrating. Comments on gameplay: These stairs are horrible at clipping the player. From some angles they stop you entirely. Are you supposed to be able to jump over this wall? It's currently quite easy to jump over, except that it's harder in some places than others. Also, because of the sloping section, it is possible to jump/trimp up the large wall at the front of the base. I hate to suggest this, but you might want to put a sniper bunker in, on top of the hill and maybe off to one side. This could give a sniper some protection. The map is so small they might not have much of a chance otherwise. At the very least, this seems like it could easily be a nice small sniper map. Mapping Issues: Alpha painting! You don't have to have the same floor texture over all of the island, you can use alpha painting to seamlessly mix different textures on a displacement. So you could have say a few muddy or grassy patches, whatever you want. Lighting inside looks like it is fullbright, which is definitely a bad thing. Just play around until you get something plausible and nice. Couple of bugs which you may have spotted already: Floating Tree Unsewn Displacements |
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06-20-2006, 12:26 AM | #22 |
Join Date: May 2005
Location: Changes every few months
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Thanks for running around and investigating, Sidd42. I didn't catch that unsewn displacement - it's been eliminated.
I attacked the stairs. Its hard to adjust them when the models in the map are blocking my vision of what I'm doing in the 3d view and I can't tell what I am selecting, but I think I quashed the issue. Each stair is covered with a noclip brush, but some of the displacement on the stairs was sticking out of that box, hampering stair climbing. One stair was missing the clip entirely, so I put one on. I ran around on them, up and down, and they seem fine now. I saw the tree earlier, but forgot about it. It's been fixed now as well. I've addressed some indoor lighting to make it a bit darker and more atmospheric. I've adjusted outside lighting to be a bit more colorful and at more of an angle. As far as texturing goes, there are actually two nature textures which are alpha painted around the map. One is a tan grass, the other is a tan rock. I can see how you'd miss it, though It was originally green with gray rocks, but that didn't go with the colors of the bases. I'm trying out another color, so tell me how y'all think this theme looks: Still trying to figure out how to fade to skybox seamlessly |
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06-20-2006, 01:44 AM | #23 |
Join Date: Jan 2005
Location: Fort Worth, Tejas
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Well light seem a bit better, but just a bit. I dunno now it seem gloomy and depressing, could be the skybox
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06-20-2006, 09:50 PM | #24 |
Useless
Retired FF Staff
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Little brighter.
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06-22-2006, 05:34 PM | #25 |
Retired FF Staff
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i think this map looks cool
definately like the later ss's (like the ground texture on the island) i'll help you w/ the lua for it when the time is right (for the scoring & such)
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06-22-2006, 09:24 PM | #26 |
Join Date: Jun 2005
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nml ladder D:
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06-23-2006, 03:00 AM | #27 |
Join Date: Jun 2006
Location: odessa texas
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certainly reminds me of a omaha style map..looks good
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07-12-2006, 12:50 PM | #28 |
Join Date: Feb 2006
Location: East Coast, USA
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Sorry to bump this but I had an idea.
The island, while a nice idea, seems like more trouble than it's worth. As you said, getting the water to transition from expensive to cheap at the right points to match with the 3D and 2D skyboxes can be a real bitch. Why not just scrap the idea of an island in the middle of an ocean, and instead make it an island floating in the middle of the sky? Not having to deal with rendering the water could help people's performance, especially on slower computers. Additionally, blowing people off the edge of the map could be pretty fun. I just imagine a floating island looking something like this, as seen from the side: Red Base......Blue Base ...........Mid.......................m .__OO__oo__OO__...........m....m.....<-- Birds .\_.................._/ ...V\___.....___/V ......V...\.../..V..........<-- Floating island ............\./ .............V Crap, in the time it took me to make that with symbols, I probably could have drawn and colored you a picture... anyway I know you already made a map called Sky, so maybe you'll like the idea. What do you think? |
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07-13-2006, 03:55 PM | #29 |
Join Date: May 2005
Location: Changes every few months
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That does sound pretty groovy - I like the idea of blasting people off the side of the map to their doom. Right now I like the islandy aesthetics of Attrition, but I feel like the gameplay would be more rediculous and Fortress-y if it was an island floating in the sky. I'll revisit it in a while, but right now I'm relatively unmotivated
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07-16-2006, 01:51 AM | #30 |
Join Date: Jul 2006
Location: Austin, Texas
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As your facing the blue base thwe water to your right is what I'm refrencing to.
as your coming from the water to the center area, I noticed that you can see the skybox in the ground at the top of the heal, also I don't know if you can blend textures or not but in that general area you can see lines in the ground. |
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07-16-2006, 10:00 PM | #31 |
Join Date: Dec 2005
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intead of having the ocean visible from all sides maybe you could add some big hills around three quarters of the island, just enough to cover the horizon. this way players could go around them if they wanted, and the fps shouldnt take too much of a hit for em because its just hills on one side, not the whole map.
just a thought because i like the real island idea better than a floating one |
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07-17-2006, 12:41 AM | #32 |
Join Date: Jul 2006
Location: Austin, Texas
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a real island is not connected to anything else. I don't know where your from, but that is how the islands are here
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07-17-2006, 04:42 AM | #33 | |
Join Date: Feb 2006
Location: East Coast, USA
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Quote:
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07-17-2006, 01:46 PM | #34 |
Join Date: Jul 2006
Location: Austin, Texas
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oh
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07-18-2006, 07:55 PM | #35 | |
Join Date: Dec 2005
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Quote:
kthxbia |
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07-18-2006, 08:28 PM | #36 |
Join Date: May 2005
Location: Changes every few months
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But this map is not slow at all,.. is it? If it was any sort of strain - or even mediocre - on videocards, I'd consider putting in hills. But right now I think its fine :-/
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07-19-2006, 08:40 PM | #37 |
Join Date: Dec 2005
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oh, i thought you had said earlier that it was laggy
id test it myself but all i have for now is a laptop... so itd be laggy really nomatter what so, good work on having it unlaggy! |
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07-20-2006, 07:50 AM | #38 |
Join Date: Mar 2005
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Is that an echo I hear?
Go finish lake |
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07-20-2006, 01:30 PM | #39 |
Join Date: Jul 2006
Location: Austin, Texas
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I hear it too.
Go finish lake |
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07-29-2006, 05:34 PM | #40 |
Retired FF Staff
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got the scoring going. i think standing in the middle for 20 seconds is going to be very hard, heh :P
i think you should make the island a little longer so it's more of a walk to get to the middle part- think [US] football field dimensions
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