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Old 07-26-2006, 09:55 AM   #21
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holy crap batman, thats some fancy architecture! just make sure your visleafs are optimised, that looks like it could get messy
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Old 07-27-2006, 03:49 AM   #22
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I'm not really digging the center column/center of that pediment. But that just me thinking about classical architecture. Most of the time you'll have an even number of columns to to create a center and a definite point of entry. it'd be cool if you could add some sculptural detail in the tympanum (that blank triangular space above the horizontal and below the roof structure). Here's a bit of reference. http://en.wikipedia.org/wiki/Pediment looking really good so far, keep at it and turn this into a full blown map.
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Old 07-27-2006, 09:22 AM   #23
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Really nice work so far, can't wait to see more!
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Old 07-27-2006, 10:19 AM   #24
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It is looking very nice so far, and I am sure it will look much better when everything else is completed. Mainly that ugly looking ground outside and the outdoors in general
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Old 07-27-2006, 02:58 PM   #25
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Done some more work on it today.
this is what i meant abou tmaking the base semi-buried in a mudslide. still owrking on these displacements and the best textures to use:

and heres the plan for the layout:
http://usera.imagecave.com/bumgravy/fortyplan.JPG

Whats left to do:

CP3, its been roughly planned but not started mapping it yet
Finishing CP1
Connecting Cp1 and the fortress front (cp2) with displacements and stuff, gonna have some kinda outdoor/cave structure.

Last edited by trepid_jesse; 01-22-2007 at 02:54 AM.
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Old 07-27-2006, 03:17 PM   #26
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It is really shaping up; I also like the layout you have for this map. Good work .
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Old 07-27-2006, 05:22 PM   #28
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lookin' good.
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Old 07-27-2006, 05:36 PM   #29
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good job!!!!!!!!!!
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Old 07-27-2006, 06:14 PM   #30
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From the latest screenshots, it still looks nice. It does, however, look slightly empty; particularly the walls of the building. I am guessing this is because of the same texture being repeated in large quantities without anything to break them up eg. team colours or trims.

It looks nice and I can't wait to play it
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Old 07-27-2006, 07:30 PM   #31
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This map keeps getting better and better!

A question: in what direction are the attackers moving, into the temple? This is turning into an Indiana Jones theme!

Sweet!

Matthew
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Old 07-28-2006, 10:10 AM   #32
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Quote:
Originally Posted by handzman
Lovin' it. That style brings me back to the good ol' 007 GoldenEye game on the 64. Also reminds me of a similar map in UT2004 called Anubis. Good stuff.
True words. True, true words.

Nice map, I like it. It's different and that's what makes it cool.
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Old 07-28-2006, 11:27 AM   #33
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the main building in the pics is actually based (loosely) on the old royal high school in edinburgh, just round the corner from my flat:

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Old 07-28-2006, 06:03 PM   #34
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arg how do you post thumbnails?
http://usera.imagecave.com/bumgravy/forteh1.jpg
http://usera.imagecave.com/bumgravy/forteh2.jpg
http://usera.imagecave.com/bumgravy/forteh3.jpg
http://usera.imagecave.com/bumgravy/forteh4.jpg
http://usera.imagecave.com/bumgravy/forteh5.jpg

in the last one, the enemy attacks from the gap in the distance. thats what im working on atm.

please dont comment on things that arent in yet - im getting there - or things like unsewn displacements. its still a wip remember!
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Old 07-28-2006, 06:05 PM   #35
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Quote:
Originally Posted by BumGravy
<a href="http://usera.imagecave.com/bumgravy/forteh1.jpg"><img src="http://usera.imagecave.com/bumgravy/icth_forteh1.jpg.jpg"></a>
try [ I M G ] [ / I M G ] tags.
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Old 07-29-2006, 06:40 AM   #36
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I love this map, a very cool A/D map theme.
I love the colors and skybox
http://usera.imagecave.com/bumgravy/forty_d.jpg

Most of the maps seem to be 2forts, so its nice to see a A/D map. Now lets see some Hunted maps.
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Old 07-29-2006, 07:08 AM   #37
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i'd try increasing the textures on the columns to .5/.5
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Old 07-29-2006, 05:29 PM   #38
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they were just placeholders before i added pillar props.

new pics!

This is the first command point:
http://usera.imagecave.com/bumgravy/new5.jpg

updated lights, and the displacements are about finished. See the building with the blue light on the left? It has a wee hidey hole in its foundations:
http://usera.imagecave.com/bumgravy/new6.jpg

So if you look at the overhead view, the above area is in the top-right:
http://usera.imagecave.com/bumgravy/fortplan.jpg

with the second command point on the left. when cp1 is capped, the defenders spawn becomes the attackers spawn, dustbowl style, but with a twist! more on that later, tho.

here you can see the front of the building containing the second command point:
http://usera.imagecave.com/bumgravy/new1.jpg
http://usera.imagecave.com/bumgravy/new2.jpg

And the view from the upper level to the attackers spawn:
http://usera.imagecave.com/bumgravy/new3.jpg

Notice the pillars have been replaced with prop models.

Thats what i have so far, currently working on the displacements between the attackers spawn and the building containing command point 2.

=============

now heres the twist: In dustbowl, you wait for the gates, the round starts and you have to start getting the flag out. When the first point is capped, you teleport to the next set of spawns and wait for the gates again. In my map, there will be no teleport, the spawns are moved but the game continues as normal. The defence has to rally and defend command point 2 as the attackers advance.

This will disadvantage the defence as they wont have time to reset a defence without fear of attack. So what I will do is, when the first flag is capped, the second flag spawns back at the start, in the same place where the first flag spawned. this means after capping, the attackers have to go back and get the flag, and take it the whole way from the start of cp1 to the end of cp2.

this gives the attackers a choice: go back and get the flag en masse to get it up quickly, or keep attacking the defenders to stop them building their defence. This will mean the defenders wont have time to get an impenetrable defence built, but they will have all the time it takes to move the flag to try.

the defenders will also have a choice: retreat to the safety of more resupplies, or chase the attackers as they go back for the flag. as the respawns will be advanced, any attacker who dies will spawn ahead of the flag and have to go back, but any defender who dies will spawn back at Cp2.

(I am going to look into making a screen which will sit in your respawn and show you where the flag is, to make this less confusing. Additionally, if the flag returns it wont go the whooole way back to CP1 spawn, it will just return to CP2 spawn as normal.)

Now when Cp2 is capped, the spawns move again, but now i have another twist. Again, instead of teleporting to the next spawn, the game continues on, and the flag respawns back at the CP1 capture point. Now the attackers have to go back again to get the flag and move it up to the final capture point, which will be in a large room buried under/behind CP2.

The final twist is that the final point will be surrounded in a forcefield which will need to be brought down with a substantial amount of firepower before you can even get the flag close to the cap point. This forcefield will also kill the attackers on touch, one tactic will be to boost onto the field from above with the flag when the field is almost destroyed, killing yourself but dropping the flag onto the cap for an easy score when the field goes down.

So thats my plan so far. comments/suggestions regarding the pics or my plan, are welcome as ever.
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Old 07-29-2006, 06:05 PM   #39
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Coming along nicely now, and the twists certainly seem interesting. I dunno about screwing over the defense like that, but it could work out. Playtesting is the key. The third cap sounds really interesting, though.
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Old 07-29-2006, 07:20 PM   #40
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i think the best way to do it is to playtest then make changes to supply pickups and spawn points to balance the map.

MORE PICS!

leading up to cp2:

view from cp2:

Last edited by o_bumgravy; 07-29-2006 at 08:02 PM.
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