ts_graveyard by Agent Smith

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Map Description

Here it is at last, it took a while to fix some errors I was having. Its got more detail, varied headstones and my funeral. Enjoy.
There's a download link up now, but you have to go to this web site address above and download from there, it doesn't work through the snarkpit download.

The map is still in the beta stage, but all that is required is some custom texturing for the headstones, the map is finished stucturally.

There are some occaisional odd glitchs in game, nothing major, just some strange invisible brushes I didn't make that only affect you if you dive on them, making it look like your flying.
This TS map is inspired by every action movie in which the main characters, usually assassins, battle it out in a graveyard.

In fact I was kinda suprised that the TS team hadn't made one around that theme.

Anyway, its a small 1 on 1, or possibly 1 on 1 on 1 as it plays great with three, but no more, arena in which the players blow the s**t out of each other in, as the title suggests, a graveyard.

The layout is pretty simple. Its round in shape map with a small hill at the centre, marked with an obelisk. the grave stones are arranged in rings moving out from that point. there's some tree's for cover as well as the abundence of head stones. As you may see in the screens, I've gone for eye candy and creating a realistic scene, with the showdown set at early morning.

The all important question that everyone familiar with my work is asking is how high are the r_speeds. well you'll be pleased to note that only in one or two places do they breach 1000, but go no higher than 1050. thats right, they're okay. :)

Also I made this in a day for a bit of fun.

Discussion

Posted by Agent Smith on Thu Jul 15th 2004 at 1:08am
[Author]

The map is basically a one on one, shoot it out arena. It also plays really well with 3 players, but not anymore than that. The headstones currently there provide all the cover needed in the map.

I did try changing the ZHLT properties to opaque in a final compile I did, but ended up opting against it. All the shadows actually made the map look really messy, but not in a good way. They merged togather and many came out looking really strange. I can always change it If I need to, but it was a concious choice to leave them out. Thanks for the suggestion though. :smile:
Posted by Leperous on Wed Jul 14th 2004 at 8:39pm

i.e. by using zhlt_lightflags to make them opaque to RAD (see documentation)
Posted by ReNo on Wed Jul 14th 2004 at 5:34pm

Are all those gravestones func_walls? If so, I recommend you set them
as opaque, so that they cast shadows, as currently the entire playing
area looks flatly lit.
Posted by Crackerjack on Wed Jul 14th 2004 at 12:54pm

Very interesting, maybe try adding some cover in certain areas (you could use big tomb stones and so on), Also the light_env show be more angled, I think it would give it a better effect. But this appears to be more of a one on one map if anything.
Posted by Agent Smith on Fri Jul 9th 2004 at 4:28am
[Author]

Thanks for the input guys. The downloadable version of the map above is still a beta, as I'm currently doing as was suggested, adding some variety to the headstones with different shapes and also some amusing messages.

It'll be a little while before I'm able to make the changes as I'm nearing the end of session at uni and am up to my armpits in work. Hence the release of the almost finished beta, to give everyone something to look at until the finishing touches are made.
Posted by KungFuSquirrel on Fri Jul 9th 2004 at 4:28am

Nice work! :) Cool little arena you've got there. Great style to it. Hope it turns out well. :)
Posted by ReNo on Fri Jul 9th 2004 at 4:28am

I agree with Skeletor - I know a lot of graveyards seem to have standardised grave stones, but I think it would be far more interesting if you put in some variation (such as cross shaped graves, different sizes, etc...). That way it would make for more interesting cover, as well as more interesting visuals.
Posted by ReNo on Fri Jul 9th 2004 at 4:28am

I agree with Skeletor - I know a lot of graveyards seem to have standardised grave stones, but I think it would be far more interesting if you put in some variation (such as cross shaped graves, different sizes, etc...). That way it would make for more interesting cover, as well as more interesting visuals.
Posted by ReNo on Wed May 19th 2004 at 12:39pm

I walked past a graveyard today on my way to an exam, and was going to suggest the exact same thing :) Perhaps some stone graves also, if that is a decent thing to call them. Essentially just carved stone fixtures covering the actual grave, like a big stone coffin. Those could provide some decent sized cover to duck behind.
Posted by 7dk2h4md720ih on Tue May 18th 2004 at 5:51pm

A mausoleum, accessible or not would add some varity. Looks fun.