Posted by tnkqwe on Fri Nov 30th 2007 at 9:56am
Nise,but the water isn't deadly i mean you can't die if you fall.
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death comes to all
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.
i know how to do lighting thats not an issue, i simply havent added lighting yet because i arent quite finished, this is a first glimpse of the map in progress.
I added a catwalk under the battle field last night and will implement it as pipe access, closer to the end of the process i will add a 3d skybox with a beach and cliffs, as well as visual modifications and more (just to name a few changes that)
Posted by Gwil on Fri Nov 16th 2007 at 2:38am
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.
Posted by Yak_Fighter on Fri Nov 16th 2007 at 1:41am
oops, well if that's the biggest mistake I make this week then I'm in good shape.
Posted by fishy on Fri Nov 16th 2007 at 1:18am
push has only got one ball
.
.
.
or was that hitler?
anyway, if it had one for each team, it would have played a lot different.
Posted by RedWood on Thu Nov 15th 2007 at 9:48pm
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.
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
Posted by Yak_Fighter on Thu Nov 15th 2007 at 8:20pm
I hate to rain on your parade, but there was a TFC map on release called 'Push' that was reverse ctf, where you take the flag (it used the soccer ball model in this case) into the other team's base to score. I would safely assume this was in QWTF as well. It wasn't very popular in TFC.
As for your map, the original Push was very linear between the bases but still had a few different pathways and some off the beaten path areas to sneak around in and restock ammo and health, used primarily for cover or to hide while reinforcements come or to hold the flag close to the enemy base. Your map on the other hand is way too open and linear. There's no way to bypass the other team and this will lead to a big massive slugfest in the middle. If this was your goal then you need to make the middle much more interesting to fight in. I would suggest adding a few different pathways between the bases.
Also, this map is ugly as hell. There seems to be no lighting, so either you have a leak or didn't compile it right. The construction seems very basic, and it certainly doesn't match up with Valve's work.
The idea is perfectly good, but I think you need to start over and refine your design.


