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Old 06-17-2006, 08:48 PM   #1
o_imbrifer
 
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Attrition (Screenies & DL)

Surprise! I've been working on a map this WHOLE TIME and none of you even knew about it!

It is based on the idea crazycarl proposed in this thread, where it was refined by the community. The objective is to hold on to a middle ground between two bases. As you can see below, I put this in action on a desert island. Each base has 3 exits (2 on front, 1 on top) and a switch at the top of the base to lock that base's doors for 15 seconds, just to spice things up. The longer you hold on to the center, the more points you get so spawn camp away!



The things still left on the cranial bulletin board for this map are:
- should I change the ground/rock textures?
- are the bases the right length apart? right distance from the center platform?
- will it play well? what other modifications could I make?

I even have a download, thanks to Circuitous right HERE!

So check it out, and tell me what you think!
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Old 06-17-2006, 09:08 PM   #2
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pretty small, will get spammy easily. unless this is like a 1v1, 2v2, or 3v3 map (any more would get chaotic)

how about in a torch2-sized map, and the center would be a tower with 2 bottom entrances (1 for each side) and a battlement surrounding it. the capture "capture point" for the tower would be upstairs.
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Old 06-17-2006, 09:13 PM   #3
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People would just spam the staircase. And yes, this map is for 6-12 players. It's meant to be a gorefest, though
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Old 06-17-2006, 10:13 PM   #4
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the piccie in the bottom right looks to have some rather stretched textures. looks quite nice, otherwise
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Old 06-17-2006, 10:29 PM   #5
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Looks nifty. I oughtta install these and try 'em out. (No, I still haven't yet.)
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Old 06-17-2006, 11:12 PM   #6
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Looks cool. And quick to DL.
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Old 06-18-2006, 12:28 AM   #7
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A unusual layout but well done. (only judging from shots)
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Old 06-18-2006, 02:37 AM   #8
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not bad
lighting is dull
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Old 06-18-2006, 03:48 AM   #9
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Quote:
Originally Posted by kam
not bad
lighting is dull
Yeah, it looks like full bright imo
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Old 06-18-2006, 05:10 AM   #10
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The second pic looks like it has some stretched textures too.

Other than that it looks fun to play, maybe spread it out just a tad more.

Textures are good IMO.
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Old 06-18-2006, 10:13 PM   #11
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I really like the brush work, nice stuff man! Very cool!

*hands the golden eat award*
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Old 06-19-2006, 02:32 AM   #12
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hehe, thanks Donny.

Textures: No textures are stretched (except maybe for some rocks in some places). What may appear to be stretched textures in the second shot is the round curve of the room.

Lighting: This is something I tend to struggle with in maps. I'd like to get better at doing it, so I'll work at it. I'll adjust it - change the angle of the light_environment to have more shadows in the outside areas, and make the ceiling of the spawn more shadowy.. drop in some ceiling lights over the insides of the front enterances. What else can I do that you might think of?
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Old 06-19-2006, 04:43 AM   #13
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colour
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Old 06-19-2006, 08:31 AM   #14
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Pretty much.
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Old 06-19-2006, 01:51 PM   #15
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How in the all that is holy did you manage to make that even the hammer tends to fuck everything like that up when you load the map again?
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Old 06-19-2006, 03:40 PM   #16
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After comparing my screen to yours, I don't get the fog at the edge of the water, where it meets the skymap. My vidcard is a POS but runs the map well none the less.
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Old 06-19-2006, 04:43 PM   #17
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nub alert!. How do I test/play this map?

Edit: ok worked it out. I like this map and the size of it means you are never to far away form the action.

Last edited by o_clubbyclucks; 06-19-2006 at 04:58 PM.
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Old 06-19-2006, 06:12 PM   #18
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It is indeed a funky little map.

I like the simplicity of it; the architecture, the layout and so on but, like kam said, the lighting could be a bit brighter.
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Old 06-19-2006, 06:47 PM   #19
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I've adjusted some lighting, as you can see below. I'll wait to re-release it in case people have more suggestions or I get inspired.



I don't know how to explain the lack of fog on your vidcard, Lost. I'm not much of a graphics connesseur.

Donny: Let me tell you, it is a pain in the ass. Displacements are drawn wrong, models warp and fling and cloud the 3d textured vision right and left, and other minor problems. What I did is I did all of the geometry and lighting before I put in the models, and this worked out fairly well.
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Old 06-19-2006, 07:03 PM   #20
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ladder is looking weird like that

Quote:
Originally Posted by Imbrifer
hehe, thanks Donny.

Textures: No textures are stretched (except maybe for some rocks in some places). What may appear to be stretched textures in the second shot is the round curve of the room.
not stretched, aligned to world :d you can get those textures better with alt+right click, or just aligning with face, not world

and i found a ?cubemap? problem.
if you come out of the base using the ladder exit, and you look at the sky, you see the inside of the base in the water :s

and your skybox doesn't seem to be big enough, fogenddistance is further away than the edge of the water

Last edited by o_stino; 06-19-2006 at 07:24 PM.
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