Re: rctf_push
Posted by Ch402 on Thu Nov 15th at 8:36pm 2007
AAH cack.
Well, in this day and age its not often someone hasn't had the same idea, but bloody hell, its also called push...
however, in light of this, i now know the true nature of what will be RCTF and i assume the roll of pioneer for this games edition.
Please remember this is the basic design, there is no lighting yet.
There will be another rout underneath where the pipes are, and a possible third for use by soldiers and demos, needless to say, there WILL be ways to bypass the opposition. so your suggestion to open more pathways is noted and i will strive to do this.
Another thing, i thought that the map was quite vulgar, and thank you for calling it ugly because now i KNOW it is, i thought it was just my own hatred for my work
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Re: rctf_push
Posted by RedWood on Thu Nov 15th at 9:48pm 2007
Halo 1 pc has the same idea also. It wasn't played to often because no one had any idea to do when the game started. You would have to fight your way to the flag to find out you couldn't pick it up. Keep this in mind when your building your map.

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Re: rctf_push
Posted by Yak_Fighter on Fri Nov 16th at 1:41am 2007
oops, well if that's the biggest mistake I make this week then I'm in good shape.

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Re: rctf_push
Posted by Gwil on Fri Nov 16th at 2:38am 2007
There were TFC maps with "RCTF" - torch2? as far as I recall had such a setup. It's a good idea but as Yak said, the mapping leaves a lot to be desired at the moment.
I suggest you build some test maps which aren't any particular game mode just to understand lighting etc.

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Re: rctf_push
Posted by Ch402 on Sat Nov 17th at 11:50am 2007
Okay, i just had a big brainwave. ill try and explain without revealing TOO much about the map (most of what you guys know so far is actually an extremely vague idea, in fact the name push is a working title anyway)
Whilst mapping the catwalk just now (adding finishing touches to it next) i came face to face with a balance problem, not enough cover on the catwalk
well, i was planning on using the catwalk as a second route, also as a more advanced method for pro players.
to keep it simple and more catlike and not an elephant walk, i restrained myself from making a catwalk with thick and thin bits, its all the same width.
so, 2 problems from this, 1 there is restricted movement (which can be good, promotes use of the upper level) and 2 cover, there is none
at first, i was happy with this, a little daunted, but i decided to see how it looked first, i wasnt happy to say the least.
Since the two islands are connected only by pipes, and my origional idea was for the player to be capable of running across them and maybey using sticky mines to propell themselves back up, i decided to further the concept and use pipes as walkways and cover, rising up through the gaps in the catwalk/
anyway, i also realised the potential use of the pipes, and decided to scrap the curent system of cover (plain brushes as baracades) and opt for a more realistic approach, and have pipes rising through the mid section for cover.
there is a bit more to this im refusing to reveal (its good honest)
when its done il get more screens.
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Re: rctf_push
Posted by tnkqwe on Fri Nov 30th at 9:56am 2007
Nise,but the water isn't deadly i mean you can't die if you fall.
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