FY_TheJunkYard
Post Reply
Quote
Re: FY_TheJunkYard
Posted by Bender on Tue Oct 17th at 2:51am 2006


Welcome to Bender's
FY_TheJunkYard!

Well folks, yes we've finally made it. An official release of my first real complete effort at mapping. Please take the time to check out the screenshots and to download so you can experience The Junkyard for yourself!

The F.B.I. has located the money laundering facility of the city's largest drug cartel in this abandoned junkyard. The city SWAT team has broken through the outer wall in its attempt to serve justice and recover the 10 million dollars in bloody drug money. The local thugs protecting that cash however, are already waiting, ready, and just as deadly...


Counter-Terrorists: Serve your warrant. The order has been given to shoot-on-sight any hostile forces.

Terrorists: Protect the 10.2 Million dollars in cash at any cost. Shooting to kill is your only hope.


Special thanks to...
-4HM [4honor.net] for their inspiration and support.
-The Snark Pit [snarkpit.net] for their technical assistance without which this map would not have been made.
-My wife who let me spend the 150+ hours on the computer to create the junkyard. I Love You Sweetie, just five more minutes...


image

image

image

image

image

image

image

image

image

Thank You ALL for your time, patience and to all those who helped make this possible.

~BENDER





Quote
Re: FY_TheJunkYard
Posted by Mr.INSANE on Tue Oct 17th at 4:21am 2006


Although im not a fan of fun maps this really looks pretty good nice job bender

I love the fog effect and the water in the middle most look awesome during combat



Why Do we all have to wear these ridiculous ties



Quote
Re: FY_TheJunkYard
Posted by reaper47 on Tue Oct 17th at 1:18pm 2006


May I suggest using less... biggish logos in the screens? They use up a quarter of the screenshot which is kinda irritating. :P

I'm not a big CSS player but this looks very good for a first map! Only thing I can tell is that the layout suffers from too open, too random areas. It seems when starting to map the idea of finally making the uber-large and open areas you never find in official maps is irrisistable. I think the next step (not neccessarily in this map but in mapping in general) is to scale it down and get rid of the larger, random, hardly used areas that in the end add to performance lag too much and are hard to decorate because of the sheer largeness. Smaller but more dense areas with only a few selected long-range spots.

Very good start from what I see, keep them coming <img src=" SRC="images/smiles/icon_wink.gif">




Quote
Re: FY_TheJunkYard
Posted by Bender on Tue Oct 17th at 1:44pm 2006


haha yeah i guess i got carried away w/the logos on the screen, but thanks for the comments guys.

Yeah, she's a bit on the UBER open/large side of things which got me into performance issues early on. But after discovering the wonderful world of hints and areaportalwindows life got much better. Fog was also added as a performance booster and does give the map a sense of atmosphere as opposed to just being a sunny day. There is quite a bt of water which was at first high quality and looked fantastic! BUT, the water ate up too many resources and had to be reduced to low quality (you'll notice the cars arent reflecting in the dark water shot above).

as i said this is my first map and lessons were learned well. There will be very limited open areas next time both for performance and gameplay reasons. However I must say that the map does offer several distinct "routes" for both T's and CT's, and offers lots of cover to hide.

Thanks for taking the time to take a look, i hope you get the chance to play it. I know its an FY map (the scorn of snarkpit haha) BUT, gameplay and flow is very good IMO, and gives combatants multiple options. Thanks for your time and comments everyone.

~BENDER





Quote
Re: FY_TheJunkYard
Posted by monster-man on Tue Oct 17th at 2:21pm 2006


hey bender mate this looks really amazin man i should start takin lessons off you on how to make maps i dont know how to tho <img src=" SRC="images/smiles/sad.gif"> i need some1 good to teach me my msn is paul_bains@hotmail.co.uk o good job on the map bender if i can i will download it and put it on my server if its ok with you that is <img src=" SRC="images/smiles/icon_smile.gif"> ?



Quote
Re: FY_TheJunkYard
Posted by Bender on Tue Oct 17th at 6:28pm 2006


monster, thanks for the accolades, but really i am still VERY new at this map making thing and there are A LOT of talented people here on this forum who would blow me away in the knowledge dept, but i'm here if you'd like an opinion or some advice.

I'd be honored if you'd consider putting my map into your server's rotation. Please let me know when/if you do that so i can visit. Thanks Bro.

~BENDER





Quote
Re: FY_TheJunkYard
Posted by FatStrings on Wed Oct 18th at 2:11am 2006


wow, looks incredible man, i'm currently working on my first though i haven't had any inspiration to create anything from scratch so i'm mapping my house which will actually be a very diverse hostage level, though i'm afraid it will have to much in common with militia



Quote
Re: FY_TheJunkYard
Posted by $loth on Sun Nov 12th at 5:51pm 2006


This map is such an inspiration for fy_ maps. It's not just a map within a box like so many others are, its kike what i'm trying to achieve with a map i've started. A realistic location which takes away the fact that.... you're in a box.




Quote
Re: FY_TheJunkYard
Posted by parakeet on Wed Nov 22nd at 1:24am 2006


The falloff for the fog is a bit too quick, otherwise nice job <img src=" SRC="images/smiles/icon_biggrin.gif">. I'm not a huge fan of CSS maps.


.else /me ~kill you
www.arclan.net



Quote
Re: FY_TheJunkYard
Posted by Captain P on Wed Nov 22nd at 11:38pm 2006


For some reason that rickety and detailed housing skyline really adds to the junkyard theme. Too bad for the close fog distance, whitish buildings against a dark sky don't really work I think. Dark buildings against a brighter sky are better.

I get the idea the map is a bit too open and loosely structured, e.g. a junkyard has a bit more organization than this I think, though that depends on the junkyard a lot. In the one-to-last screenshot, the statue really feels out of place (wooden house and stone statue?) and the metal roofed building on the right could've used a concrete floor.

Anyway, I haven't checked it in-game yet (I hardly ever play on-line anyway) so I can't say much for the gameplay, but besides some visual flaws, it looks fine to me. Keep up the good work. <img src=" SRC="images/smiles/icon_smile.gif">







Post Reply