07-29-2006, 08:06 PM | #41 |
Join Date: Jul 2006
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Sounds sweet! Love the "twist".
Here is an idea I just had: I don't know how you have the map set up, but you said that CP3 is blow/behind CP2... how bout when CP2 is capped, it causes an "earthquake" and part of the temple collapses, changing the layout and opening up new hallways/openings in the floor... Just an idea... Matthew |
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07-29-2006, 09:29 PM | #42 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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The geometry looks really good so far, and I like the idea of the twists.
Although you just gotta turn AA on before taking screenshots. |
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07-29-2006, 09:42 PM | #43 |
Join Date: Dec 2005
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how you do that then?
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07-29-2006, 09:44 PM | #44 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Anti-Aliasing, in the advanced video options menu.
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07-30-2006, 12:03 AM | #45 |
Join Date: Mar 2005
Location: California
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Thanks for improving the lighting . The overall looks of this map is really starting to shape up.
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07-30-2006, 01:42 AM | #46 |
Join Date: Nov 2005
Location: houston, texas
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like the "twist" though it sounds like how avanti works, except the flag goes back to CP1. CP3 sounds really interesting! good job!
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07-30-2006, 02:58 PM | #47 |
Join Date: Dec 2005
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I had another idea. At the first point, instead of waiting for gates to open, the attacking team start in a room full of high-tech junk. A generator powers up and after 30 secs/ whatever, spawns a teleporter (see pic in post below) Which the attackers go through and comes out at the start of the map, in the sky. So instead of setting up to defend an attack from a respawn, the defenders will be setting up to defend against people spawning and falling out of the sky! Airshots ahoy!!!!!
Last edited by o_bumgravy; 07-30-2006 at 09:21 PM. |
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07-30-2006, 03:18 PM | #48 |
Join Date: Dec 2004
Location: Melbourne
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Heh, like they're going back in time?
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07-30-2006, 04:13 PM | #49 |
Join Date: Dec 2005
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No, its a teleporter to the enemy fortress they have to attack, so capping the flags moves them closer to their goal: the blues energy core! In this room with the teleporter (above) i was thinking of copying the red base final cap from dustbowl, sourcin' it up and making it destroyed, with rubble and stuff. So it was like, the blue team had to destroy the red base in dustbowl because the reds had their sweet source teleport hidden out the back, this time its payback time and its reds turn to attack, making use of their new technology to infiltrate close to the blues base.
I was thinking of calling it ff_revenge or something. |
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07-30-2006, 04:51 PM | #50 |
Join Date: May 2006
Location: Idaho
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I absolutely like this map. However, there's one part that I slightly disagree with. The flag spawning back at cap 1 sounds.... tedious. In a Fortress game, tedium is a bad thing.
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07-30-2006, 05:19 PM | #51 |
Join Date: Feb 2005
Location: kidderminster, uk
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looking good!
just don't make it too dark! |
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07-30-2006, 06:29 PM | #52 |
Join Date: Dec 2005
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i liked it better before all the twists. i'd just make it straight dustbowl.
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07-30-2006, 09:20 PM | #53 |
Join Date: Dec 2005
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I migh just make it normal 3-caps dustbowl style, if its too much hassle or too confusing this way, but i still want to leave in the barrier at the last cap point, i think its gonna be cool.
anyway today i got kinda wasted and went nuts on the teleporter: http://usera.imagecave.com/bumgravy/forty30005.jpg which was a good way to learn the HL2 I/O entity system! Been putting off learning about all the new stuff for a while. Last edited by trepid_jesse; 01-22-2007 at 02:55 AM. |
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07-31-2006, 02:28 AM | #54 |
Join Date: Feb 2006
Location: East Coast, USA
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That teleporter is awesome. Get wasted and go nuts more often
As for your gameplay twist, you said if the flag that originally spawns in CP1 gets dropped, it'll go back to CP2, so whats to stop an attacker from touching it at CP1 then killing himself, and spawning at CP2 to hassle the defense until the flag respawns at CP2? |
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07-31-2006, 03:46 AM | #55 |
Join Date: Dec 2005
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i thought that too, but figured it wouldnt be worth the advantage rather than just going back for it. the point is, to get the quicker cap youll have to work out the best way to split forces. i guess it seems a bit unnecessary.
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07-31-2006, 03:53 AM | #56 |
Join Date: Jul 2006
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This map is looking awsome from the screenshots. I hope the rest of the map looks this good But it looks like theres alot of entrances and open areas, so do you think this will be to easy for offense?
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07-31-2006, 04:00 AM | #57 |
Join Date: Jan 2005
Location: Fort Worth, Tejas
Posts Rated Helpful 1 Times
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That teleporter looks pretty
Overall map and layout looks good But I dunno I do see map a bit dark... Not too much but just a bit |
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07-31-2006, 04:02 AM | #58 |
Join Date: Nov 2005
Location: houston, texas
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that new ss you posted, is that the barrier you have to destroy to cap the flag at cp3? i love that idea, just cant figure out what that is in the screen shot. teleporter? im tired as fuck.
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07-31-2006, 12:59 PM | #59 |
Join Date: Dec 2005
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ive not startred on cp3 yet, the screenshot is the attackers first spawn. waiting behind gates for a minute is boring so i thought id have a teleporter power up, and teleport you into battle. this will come out at the start of the run to CP1, and high up so the defenders will have an easy job killing them as they fall.
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07-31-2006, 05:17 PM | #60 |
Join Date: Jul 2006
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If you have to travel upward to capture point 1 then maby you should have it so you have to travel downward to capture point 2. Just a thought.
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