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Old 02-21-2007, 12:42 PM   #41
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How about remaking the_cove?
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Old 02-21-2007, 12:59 PM   #42
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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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Old 02-21-2007, 02:36 PM   #43
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Quote:
Originally Posted by paranoidkirb
How about remaking the_cove?


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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Old 02-21-2007, 04:26 PM   #44
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Quote:
Originally Posted by Own3r
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.
You guys need to realise that source sucks with trees and water.

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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Old 02-21-2007, 06:10 PM   #45
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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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Old 02-21-2007, 07:23 PM   #46
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Anything except a space ship themed 2fort...
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Old 02-21-2007, 08:41 PM   #47
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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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Old 02-21-2007, 09:10 PM   #48
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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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Old 02-21-2007, 11:26 PM   #49
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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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Old 02-22-2007, 01:42 AM   #50
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Quote:
Originally Posted by Own3r
Space ship wise we have no textures or props for at all, so how are we going to create one let alone multiple styles?
I was thinking custom textures, there are people in the community who might like to chip in by making the textures, so why not go crazy with the theme? I think we could do it without custom models too.
Quote:
Originally Posted by Own3r
Originality is probably better.
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Old 02-22-2007, 06:08 AM   #51
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Quote:
Originally Posted by Katanna
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
Looks like a nice map, the only problem with it is the map would not be well suited to an attack and defend style since people would just go in the sea. It would also lag if it was anything but small.
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Old 02-22-2007, 05:19 PM   #52
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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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Old 02-24-2007, 01:01 PM   #53
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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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Old 02-24-2007, 01:29 PM   #54
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Quote:
Originally Posted by Own3r
Looks like a nice map, the only problem with it is the map would not be well suited to an attack and defend style since people would just go in the sea. It would also lag if it was anything but small.
cant we make water like in bf2, you cant go below the surface, in that way you won't need refraction, and you can simplify the surface a little?
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Old 02-24-2007, 01:48 PM   #55
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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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Old 02-24-2007, 02:54 PM   #56
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i still think space ship idea.
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Old 02-24-2007, 06:41 PM   #57
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Quote:
Originally Posted by BumGravy
i still think space ship idea.
Lets make it a combine space ship but seriously we need to get some materials.
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Old 02-25-2007, 05:06 AM   #58
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You could remake spacebowl but make it like, not shit.
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Old 03-06-2007, 04:01 AM   #59
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Quote:
Originally Posted by o_own3r
I assume we would need to create custom water to disable the refraction.
I think you'd need to program a custom shader, unfortunately. Could be wrong.
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Old 03-06-2007, 07:02 PM   #60
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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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