04-08-2005, 08:26 PM | #1 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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New Map: ff_aggression
A few days ago I was struck by a white hot bolt of pure inspiration. Yesterday, when I recovered, I got to work on it. I'm not at my home 'puty now so I can't give any screenshots, unfortunately.
This map is actually kinda based off of something that I saw for the first time in UT2k4. It's really just football. There is a flag in the map, and both teams fight for posession. Whoever can take it to the enemy team's goal scores. Mine is a bit different though. Basically, only one team at a time is on offence, and there are a bunch of flags. When you spawn, you walk over to the flag dispenser and pick yourself up a flag. You then take your flag to the enemy base and throw it down tube to score. After a specified ammount of time, offence and defence switch places (similar to avanti) and repeat. Dropped flags respawn after a very short ammount of time, say 5 or 10 seconds. The map takes place in caves high up on either side of a large windy canyon in high tech looking structures. Actually, the bridge I've made so far looks sorta like something out of halo. The map will also feature a rail car and plenty of sabotage. Edit: The idea behind this map isn't 100% original, so I guess you could say that I was hit by a white hot bolt of re-hash. Which is no picknick, let me tell you. |
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04-08-2005, 08:31 PM | #2 |
Join Date: Dec 2004
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I like this idea, how ever some things you could consider:
Is the number of flags limited? What happens when a flag is droppped? Do flag carriers move slower ? |
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04-08-2005, 08:41 PM | #3 |
Join Date: Jan 2005
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I like this idea as well.... Here are my thoughts:
Is the number of flags limited? A) Yes. In keeping with the similarity of what we see on current maps, I would say 5 flags should be able to be out in the battlements. What happens when a flag is droppped? A) It stays where it is dropped for 10 seconds. then it goes back to home base. Do flag carriers move slower ? A) oh god please no. Basically, this sounds like an avanti style, but instead of multiple cap points, there is only one. So basically you have to take it from home to church. But I really like the idea of dropping the flag down a tube! bah ha ha ha! Anyway... this is just my input. Nezumi what did you envision? |
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04-08-2005, 09:27 PM | #4 |
Join Date: Mar 2005
Location: LBKTX
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Could players jump down the tube while carrying the flag to score...and then respawn in their homebase, or in front the of opposing teams base?
And if you drop into the tube with a flag, when you respawned you could be restocked with ammo and health. |
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04-09-2005, 10:04 AM | #5 | |
Join Date: Jan 2005
Location: Birmingham. England
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Quote:
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04-09-2005, 12:56 PM | #6 |
Join Date: Jan 2005
Location: Arkansas
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This isn't original at all I've done 100 maps like this!
Just kidding, it sounds pretty interesting. Can't wait for some screenies. |
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04-09-2005, 12:59 PM | #7 | ||
Join Date: Jan 2005
Location: Sweden
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Quote:
That meaning a pre-modeled model with one of those cool shader materials applied Hehe could have a sign just over the tube saying something like "Warning! Do not enter pipe, hazardous teleporter (non-organic material only)" End result of jumping down the pipe/portal with the flag: |
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04-12-2005, 01:00 AM | #8 |
Join Date: Jan 2005
Location: Sweden
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Nezumi, got any screens yet?
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04-24-2005, 02:54 AM | #9 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Update: Max Map Brush Faces.
Hooray! Not to worry though. I can cut down the complexity quite a bit by tweaking the layout. Ok, now I'm on a different computer that's still not my own, but the map has come pretty far by now. So still no screens. The layout is pretty complete now, though. Basically there is a base built into either side of a really big canyon, and there are a few bridges across the canyon. I managed to work in a blowing dust type effect with an env_smokestack too, which looks really cool. Without playtesting it, I'm not too sure of many specifics, but it does seem like a 5 or 10 second respawn delay for dropped flags will work. As for the number of flags, I'm thinking that this might be unlimited, but each person can only carry 1 flag at a time, of course, and that the flag dispenser will only give out a flag every few secons. Perhaps the dispenser will only dispense flags as fast as the flags take to dissapear. I'm sure that when FF comes out there will be lots of people getting together to playtest maps, and everything will get tweaked then. I'm fairly positive that jumping into the flag-cap tube will kill you, but I was considering rewarding people who do this in some way. Perhaps jumping in with a flag and dying will cause that flag to be worth more points, or, like Cudweiser suggested, maybe you get more supplies when you respawn, like extra grenades. The map will likely be called 'Lazer Base'. Lolz. Edit: Cruor: Roflcopter, Lolerblades, omg. |
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04-25-2005, 02:39 AM | #10 |
Join Date: Dec 2004
Location: Melbourne
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Sounds like UT2k3/4 bombing run style (throwing it in = less points, no die. jumping in = more points + die)
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04-26-2005, 08:40 AM | #11 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Yea, UT2K4 is where I got the idea (it's the only UT I've played)
So here are 6 screenshots: The main bridge, complete with blowing-sand effect The bridge again from the side: The main hall of the attackers base: Elevator room in the attackers base Main hall in attackers base, and some of the stuff above it One of the sniper window places. As you can see, I've completed almost none of the defenders base, and haven't started to make the rock faces look correct yet. But it's a start! So there you have it. |
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04-26-2005, 12:05 PM | #12 |
Join Date: Feb 2005
Location: Michigan
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nice!
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04-26-2005, 12:12 PM | #13 |
Join Date: Dec 2004
Location: Ohio
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map looks sweet as hell, great work.
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04-26-2005, 02:47 PM | #14 |
Join Date: Jan 2005
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nice work there m8
keep it up |
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06-24-2005, 06:18 AM | #15 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Yaaay! Finally an update on this map.
Now that I'm on summer vacation, I've been able to work on the map some more. They say it's good to set new goals for yourself, and today I have reached a new goal: MAP_MAX_BRUSHSIDES Yes, that's right, too many brush sides. That's a new error for me. So, as soon as I delete some of the map I'll update again. |
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06-24-2005, 10:05 AM | #16 |
Join Date: Jun 2005
Location: Brum.
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i like i like, it look classic and simple. when you were saying "caves" i god scared. good job!
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06-25-2005, 03:38 PM | #17 |
Join Date: Feb 2005
Location: Finland
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Looks indeed good. Hope you used nodraw
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06-25-2005, 06:24 PM | #18 |
Join Date: Feb 2005
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Nice pictures !
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06-30-2005, 02:09 AM | #19 |
Join Date: Jun 2005
Location: Saskatchewan
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Shibby!
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06-30-2005, 05:36 AM | #20 |
Join Date: Jan 2005
Location: Aotearoa, New Zealand
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Have you used the nodraw texture?
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