Two weeks!

Two weeks!

Re: Two weeks! Posted by DrGlass on Wed Dec 27th 2006 at 6:00pm
DrGlass
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Posted 2006-12-27 6:00pm
DrGlass
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Well I've been in Mexico. Sunning myself on the beach, drinking all day. A good vacation all and all. While staying in this Mexican city I was inspired make a map, so over the next two weeks I plan to create a Mexican themed map.

I took loads of reference photos, a number of texture shots and have a good idea of what I want to make.

I plan to make the map for CS:source. The idea so far: de_map terrorist want to bomb a new board walk introduced by some entity they don't agree with. Terrorist will start at the far end of a plaza that sits atop a parking structure. They will want to run across this plaza to a boardwalk where they will find the bomb sites.

CTs will start on the roof of an adjacent hotel overlooking the plaza.

I want the game play to be unique on this one, rather than the played out 3 routs that meet in head-to-head choke points I want the terrorist to have to "survive" a run across an open area (the plaza) while CTs attack from the hotel above.

Game-play should work out something like this: Ts run across the plaza or take a longer rout under the plaza through the parking lot. CTs can shoot from the hotel roof, or lower balcony or they can make their way to the parking structure through an underground path. If Ts run across the plaza they will always get to the bomb site first and have to defend it from CTs who will be coming from behind. If they take the lower rout CTs will beat them into the parking lot where there will be a head to head choke point.

Two problems: I would like to make a convincing ocean with waves & have a large skybox model.

I plan to release all the content I create.

So I'll be uploading photos of my trip and map stuff soon. oh and hi everyone! hope we all had a good holiday.
Re: Two weeks! Posted by Stadric on Wed Dec 27th 2006 at 6:54pm
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Posted 2006-12-27 6:54pm
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Seems viable, but I'm fearing a possible awp-swamped hotel, but enough cover should cover ( :lol: ) that problem. :rolleyes:

As for the waves, could you use the texture from militia?
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Two weeks! Posted by Andrei on Wed Dec 27th 2006 at 7:04pm
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Posted 2006-12-27 7:04pm
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Waves...hmm. Take a look at minerva metastasis - the first map had waves in it that looked very decent and seemed to use an overlay that already comes with HL2, so all you have to do is get a custom vmt to get it to scroll.
Re: Two weeks! Posted by DrGlass on Fri Dec 29th 2006 at 5:03am
DrGlass
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Posted 2006-12-29 5:03am
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I need wave waves, like we used to have in hl1 with a func_water. Perhaps the sprite would work any idea how that was done?
Re: Two weeks! Posted by Captain P on Fri Dec 29th 2006 at 12:39pm
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Posted 2006-12-29 12:39pm
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You mean an actually displacing water surface? Only viable method I can come up with is modelling and animating the surface, perhaps as a sort of transparant overlay on top of a standard water surface.

Your idea sounds like a tactical situation, but I think it needs extensive playtesting. One thing that might cause a problem, even when you pull it off right, is that the tactical aspect may not be straightforward for players new to the map, so it may appear unbalanced at first sight.
Create-ivity - a game development blog
Re: Two weeks! Posted by DrGlass on Sat Dec 30th 2006 at 6:30am
DrGlass
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Posted 2006-12-30 6:30am
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Some images in this post have been automatically down-sized, click on them to view the full sized versions:

here is the over view:
User posted image

I want to have the CTs forced to have some kind of delay where they can't get into the plaza in front of the Ts. The red is terrorist cover and the blue is sniper area. I'd like to have three bomb sites but I don't see that lasting.

I should have a very rough map within the next days, anyone have a server? I think I could run a 3v3 on this computer.
Re: Two weeks! Posted by Andrei on Sat Dec 30th 2006 at 12:29pm
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Posted 2006-12-30 12:29pm
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A well since the water is only on one side maybe you could go a little crazy and make a bunch of func_train waves?
Re: Two weeks! Posted by Orpheus on Sat Dec 30th 2006 at 5:54pm
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Posted 2006-12-30 5:54pm
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Hmm, just in case it slips by, without anyone saying so:

WELCOME BACK DOC... :smile:

The best things in life, aren't things.
Re: Two weeks! Posted by Naklajat on Sun Dec 31st 2006 at 3:28am
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Posted 2006-12-31 3:28am
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Really awesome drawing Doc :smile:
Few things:
  • There shouldn't be a clear line of sight from one bomb site to another, it makes it really tough for the Ts.
  • For the size I think you're planning on using, two bombsites is plenty.
  • T spawn and the path out of T spawn closest to A need more cover. If T start in a position where CT can see and shoot them, they're most likely gonna start every round by losing a few players who took too long to buy (then those players will leave and think your map sucks :razz: ).
  • I just have to reiterate that that is a really awesome drawing.

o

Re: Two weeks! Posted by amanderino on Sun Dec 31st 2006 at 7:14am
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Posted 2006-12-31 7:14am
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You can do multiple bombsites... but C won't come up on the radar; you can still plant there.
Re: Two weeks! Posted by Orpheus on Sun Dec 31st 2006 at 11:36am
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Posted 2006-12-31 11:36am
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A tad bit more user friendly version.

The best things in life, aren't things.
Re: Two weeks! Posted by Pvt.Scythe on Sun Dec 31st 2006 at 1:28pm
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Posted 2006-12-31 1:28pm
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To me it seems that this design is going to turn into a AWP/auto-sniper fest in a couple of rounds there are at least four areas where a couple of snipers can stop the whole Terrorist team on it's tracks.

Some problems in this design:
1.The whole beach is one huge sniper zone.
2.Both horizontal pathways are ripe for easy sniper kills thus halting the gameplay on tracks.
3.The vertical path that goes near the beach is one of those sniper tunnels I've pointed out before.
4.I know this has been pointed out before, but the ability to shoot from spawn to spawn almost directly is something that's extremely frustrating. Try playing de_dust2 on a mega server when CTs kill three of Terrorist team right in the beginning of the round with their AWPs.

Fix these or provide alternatives and I'll critique your design again. :smile: It looks like it might be a fun map without complete sniper dominance.
''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
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Re: Two weeks! Posted by mazemaster on Sun Dec 31st 2006 at 10:01pm
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Posted 2006-12-31 10:01pm
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Save images like this as png...
http://maze5.net
Re: Two weeks! Posted by Forceflow on Mon Jan 1st 2007 at 9:00pm
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Posted 2007-01-01 9:00pm
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I wouldn't go for a bunch of func_trains. It's a pretty large strip of beach, plus, it will probably be visible from within the building itself.
:: Forceflow.be :: Nuclear Dawn developer
Re: Two weeks! Posted by DrGlass on Tue Jan 2nd 2007 at 9:49pm
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Posted 2007-01-02 9:49pm
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Thanks Orph, I'll be back for a few weeks unfortunatly I have a big project due in the next week so the map may not get anywhere. I do have a alpha orange map, I'll start a map topic.