WIP: Faceoff

Well... it sucks, total rubbish, my suggestion: start again from scratch

:LOL:

But there's not much to crit outside of graphical department, which looks top notch, because we can't play it yet. I can only suggest in adding a 3D skybox, the rest looks great as it is.

And I think they want the .vmf file too, so they can make small adjustments to it and fix bugs that you might have missed.
 
PvtRyan said:
Well... it sucks, total rubbish, my suggestion: start again from scratch

I hope you're joking. Im assuming you are. If not then, me= ;(

:p

Thx for replying though. I'll work on the 3D Skybox. I have to learn about it first. I'll research it right now. Any other suggestions?
 
Hi satch,

I am heading out so I cannot read all the posts, but I saw in the first page the issue of not being able to spawn teammates on the same side.

You CAN do this. MoonQuake did it with his map and someone else also figured it out and posted the info somewhere. I believe the answer to where to find the info on HOW to do this is somewhere in this thread.

The map looks GREAT! Keep up the good work!

Ps- I am a big fan of Cnquest/Objective/Team based games. I think goals that force the team to play together add a new dynamic that allow players of all levels to really work together on. Maybe add a goal (like one side assault, other defend), maybe an objective (get a "power core" or something off the bridge) or maybe even make the bridge a capturable zone King of the Hill/Conquest style. Another option is some type of dynamic bridge lift... with the Source engine there is a lot you could do. I wonder if you could make an Assault/Defend where the bridge must be extended (Assaulters) or unextended (Defenders) as a quasi Objective/Assault-Defend map?

Btw, this map looks GREAT for CTF! Again, great looking map! Keep up the great work!
 
Acert93, thanks for the comments. Much appreciated. :D

I've abandoned the Team based gameplay and setup. In order to complete this in time for the map making competition, I had to cut it. There's no way I could have finished if i had to implement that into my map. I will do an alternate version though with the team based gameplay in mind. It'll probably be an all new map as well.
 
I look forward to this and your Team Play based map! Keep up the good work!
 
Do you think you'll implement the teamplay system once the competition is over? By the way, you used a modelling program to create the primary structure of the map, correct? And went in with hammer to add stuff in? Or were the renders merely a refference for building the map in Hammer? I'd like to see the difference between XSI imported maps and Hammer-only maps.
 
Pesmerga said:
Do you think you'll implement the teamplay system once the competition is over? By the way, you used a modelling program to create the primary structure of the map, correct? And went in with hammer to add stuff in? Or were the renders merely a refference for building the map in Hammer? I'd like to see the difference between XSI imported maps and Hammer-only maps.


Yeah, I'd like to implement it into that map. Although I'm kinda looking forward to leaving this one behind when its all done. i've been working with it for long enough. Time for a new map. ;)

I had an idea one day about building a map because I was tired of seeing the same POS killbox maps. So, with 3D Studio Max 5, I built and rendered a rough layout of the map. I didn't transfer any of the geometry from Max into Hammer though. Modelling programs allow you to do a lot more interesting things with the geometry than Hammer. However, I imagine that you have to be fairly conservative with the use of geometry.
 
I am really looking forward to this map man...keep up the good work :D
 
Canada_Dry said:
I am really looking forward to this map man...keep up the good work :D

Thanks. I worked on it more tonight. I have the layout geometry pretty much done so now its all about the details. Fine tuning the texturing, lighting, decals, etc. I think I'll post an update tomorrow afternoon and maybe have a beta test sometime early next week.
 
So, here I am in the homestretch! Im not sure I'll have enough time to finish. I'll just send in what I have so far. I should have an update tomorrow sometime.


Good luck to those that have entered the contest. :)
 
Burn the midnight oil man and make sure you add all you can! :D :D :D

Go to H L 2 World, look at their learning Wiki on how to add 3DSkybox, or go to Interlopers.net... They all have great tutorials, make sure to add great graphical eye candies :D

Can't wait, :)
 
Damn, school and Resident Evil 4 are taking up all my time. I only have one class tomorrow so hopefully i'll finish then.
 
it does look great so far satch, ill be downloading it when its done :)
 
looks very cool - i think it would be better suited towards team dm (if you can sort it out) but it might be good for normal dm too...

makes me think back to an idea i had once upon a time :'( Maybe ill try that one again - let us know how you sort out team dm spawns will you (please post or pm me)
 
Looks like it would make a good map for a TF mod for HL2.
 
Looks like a pretty decent map. Well modeled. And you've put a lot of thought into the concept.

My only complaint is that this map (all though excellently executed) falls into the same trap as so many DM maps.

It could only exist in a DM universe.

It's the old "red vs. blue" scenerio. "why are we out here in the middle of the desert defending this valley that contains two bases?". Personally I feel the best maps have a certain degree of plausibility to them.

That being said, Good work none the less.
 
Thanks for the comments.

Lord Dubu, I've changed the concept considerably since the beginning. What was supposed to be two bases going head to head has now turned into a facility in the middle of an urban environment.

I worked on it a little bit more today so I'll post an update very soon. Probably within the hour. Time to go get some pics. BRB.

:)
 
This map would be excellent for CTF shame they dont have it yet : |

Good job thou :D
 
satch919 said:
Thanks for the comments.

Lord Dubu, I've changed the concept considerably since the beginning. What was supposed to be two bases going head to head has now turned into a facility in the middle of an urban environment.

I worked on it a little bit more today so I'll post an update very soon. Probably within the hour. Time to go get some pics. BRB.

:)

Cool can't wait.
 
Reminds me of Gephryphobia from Halo, which isnt a bad think, it looks really nice.
 
Making last minute tweaks and getting ready to burn it onto a CD. THIS IS IT!!!

Goodluck to everyone who has entered the contest.

Peace
 
Looks great. I really like the changes and improvements you made to the enviroment over the course of making this map. Good work.
 
Why thank you. Once I figure out how to have the cubemaps build on their own, then I'll release it. Everytime I start up the map, I have to type "build cubemaps" into the console. If anyone could help me out, that'd be great.
 
Well, Im out of the contest. ;( Overnight shipping costs are a joke for just a CD case. There's no way I was going to pay 39-40.00 dollars for it to arrive at its destination on MONDAY! :angry: I thought overnight shipping meant OVERNIGHT!

Oh well, my fault for not finishing it earlier.
 
awww..that sucks... oh well..at least we'll all get to play and enjoy it!
 
Well, at east send an email to valve... maybe they don't care too much about that rule :p

Edit: send a an email, with the map, off course! :p
 
you should only have to build cubemaps once per compile. After it finishes, it writes the cubemaps into the BSP.
 
pur3r4ge said:
you should only have to build cubemaps once per compile. After it finishes, it writes the cubemaps into the BSP.


I haven't gone through the normal compile though, just the fast compiling option. Is that my problem?
 
Good job! <-- there's ya feedback :p

If you want to get rid of that TFC feel and put a little more beta testing into it you could try making the bases different, like a different layout. or mabye just put small differences and changes to give it some variety.
 
Thadius Dean said:
Good job! <-- there's ya feedback :p

If you want to get rid of that TFC feel and put a little more beta testing into it you could try making the bases different, like a different layout. or mabye just put small differences and changes to give it some variety.


I did change it from the original concept. Take a look at the latest pics that I posted.
 
I just sent the map to Halflife2files.com


If you would like to playtest it on a private server with me, let me know and I'll send you the .zip file directly. E-mail:[email protected]
 
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