01-30-2005, 12:28 PM | #1 |
Join Date: Jan 2005
Location: Sheerness, Isle Of Sheppey Kent, England, UK.
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Rock2: Design Input
Hey guys, I'm rather new around these parts (in particular Source mapping & Fortress Forever), so just to introduce myself some of you might or might not recognise me from the Natural-Selection Forums and Snarkpit website.
I read some threads about Rock2, and I have already started my own design on a Rock2, although I'm not the most experienced with props/physics/entity functions on the new Hammer editor so I'm working on it as I progress, fortunately the map is not too reliant on terrain. I've noticed a number of people wanting tweaks and changes, and I will of course make my own, but I'm interested in others thoughts and opinions aswell, below is a few small changes I will make, please reply with your own ideas. - There will be a platform bridge reaching right across the water on the lower deck. - There wil be a higher/ventilation access to the key rooms. - Spawns will be shifted slightly so there is better access to resupply, most likely they will be embedded in to some sort of terrain. If anyone is interested in any of my abilities on the prior HL engine, check my website (via Signature). |
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01-30-2005, 12:41 PM | #2 |
Join Date: Jan 2005
Location: Melbourne, Australia
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Will this be the standard Rock2 scoring system? Have you considered the Rock2_RC method of scoring some points for flag touches, and points for progressing the flag towards the GC?
Or do you expect your new layout to open the gameplay up? One of my favourite maps, so very keen to see the result. |
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01-30-2005, 01:01 PM | #3 |
Join Date: Jan 2005
Location: Sheerness, Isle Of Sheppey Kent, England, UK.
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I've only recently got back in to TFC so I will have to check that version out.
I have actually considered changing the gameplay completely, along with the bridge which is a definate thumbs up for me, I'm considering removing that 'blast tunnel' for demo men, which is something I'd be interested in seeing others discuss. And on the topic of gameplay with the second entrance to the key room the gameplay will be slightly changed, especially for defending the key room. The courtyard (which I'm just slowly mapping out in editor as we speak) has been slightly curved and I'm also considering putting some supports and a covered structure over the pathways, this is mainly because I think it would look nice. Although it would have implications of being able to place sentry guns on top etc. Rock2 is also one of my favourite maps, and well, I'm hoping that this creation for Fortress Forever will boost my confidence in Source mapping more than anything. I have not even begun to consider the dev. team wanting the map at any stage at all, until it is 100% completed, which I can not see for a good 4 or 5 months. |
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01-30-2005, 02:43 PM | #4 |
Join Date: Jan 2005
Location: Sheerness, Isle Of Sheppey Kent, England, UK.
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Here is a very early shot of the courtyard, criticise alot please as when it comes to doing the new hammer techniques and textures, I really do suck.
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01-30-2005, 06:23 PM | #5 |
Join Date: Jan 2005
Location: Tampa
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honestly i dont like it too much. the yard seems to small, there shouldnt be trees, and that over hang is just bad news for concers that get the key and conc to other side. the bridge is bleh. I think FF is doing the map. no offense but they have thought about how these maps would work a lot. This small picture just represents oddities that would mess up the gameplay.
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01-30-2005, 09:44 PM | #6 |
Join Date: Jan 2005
Location: Melbourne, Australia
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I agree with MikeQuist
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01-30-2005, 09:48 PM | #7 |
Join Date: Jan 2005
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same here.
its already 2 good 2 def @ that map. obstacles on the yard wouldt just make it even more easyer 4 the def....... |
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01-31-2005, 10:01 AM | #8 |
Join Date: Jan 2005
Location: Sweden
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The ground is....flat?
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01-31-2005, 11:17 AM | #9 | |
Join Date: Jan 2005
Location: San Diego
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Quote:
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01-31-2005, 12:14 PM | #10 |
Join Date: Jan 2005
Location: Sweden
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You should be able to place it on a uneven terrain but limit it so you can't abuse it.
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01-31-2005, 01:27 PM | #11 |
Join Date: Dec 2004
Location: Playboy Mansion
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The support structures over the path will likely mess up concing, and I think that the yard seems too small.
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01-31-2005, 04:08 PM | #12 |
Join Date: Jan 2005
Location: Sheerness, Isle Of Sheppey Kent, England, UK.
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Rock2 is in the official map list so I am abandoning this monstrosity. I will be creating my own original map, I plan to get a first beta out in a month or two, which contains very poor quality mapping based mainly around sorting out gameplay before aestetics and extra source functions.
Mod lock thread if you desire |
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01-31-2005, 04:32 PM | #13 | ||
Join Date: Dec 2004
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Quote:
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07-14-2005, 07:35 AM | #14 |
Join Date: May 2005
Location: Corner of no and where
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BUMP:
Is this map still alive? |
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07-14-2005, 09:04 AM | #15 |
Join Date: Jul 2005
Location: Sydney, Australia
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please make rock2 smaller..
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07-14-2005, 09:15 AM | #16 |
Join Date: May 2005
Location: Newcastle Upon Tyne, England
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dear god dont put a bridge across the water, it wouls destory the whole feel of the map.
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07-14-2005, 09:42 AM | #17 | |
Fortress Forever Staff
Join Date: Jan 2005
Location: Texas
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Dated: Mon Jan 31, 2005 11:08 am
Quote:
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07-14-2005, 10:14 AM | #18 |
Join Date: Mar 2005
Location: In your pants.
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Owned.
bitches. |
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07-14-2005, 10:21 AM | #19 |
Join Date: Jun 2005
Location: Brum.
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i liked that courtyard.
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07-14-2005, 10:23 AM | #20 |
Fortress Forever Staff
Join Date: Jan 2005
Location: Texas
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I liked your mom's courtyard until she started lettin' everybody play ball on it.
I didn't mean it baby, you know I love your finger paintings. |
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