[map] The Ruins

[map] The Ruins

Re: [map] The Ruins Posted by reaper47 on Sun Mar 5th 2006 at 6:15pm
reaper47
2827 posts
Posted 2006-03-05 6:15pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
This is a a discussion topic for the map "The Ruins" by reaper47 which can be found here

Map description:

An assault map with a twist: The flag takes 3 minutes to return forcing the Defenders to guard the flag rather than the (single) Command Point.

New in this version: A Flag Tracker that displays the current flag location for the Attackers. Should make it easier to plan attacks on not-so-communicative teams. Also a couple of changes to give the Attackers a better chance and to improve the overall look and feel.

Map screenshots:
Loading embedded content: Map #2499
Re: [map] The Ruins Posted by Addicted to Morphine on Sun Mar 5th 2006 at 6:25pm
Posted 2006-03-05 6:25pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Looks good, I've always loved TFC.

I noticed a texture misalignment in the 3rd shot. The white part of the texture on the archway doesnt match with the white part on the wall.

I think you could use some light fixtures (they don't have to even be on) in the second shot along the wall/pillars to spice it up. There's definitely room for a litte more detail / texture variation to make the map look a little better, but TFC has always been about simplicity so it may not be necessary.
Re: [map] The Ruins Posted by reaper47 on Sun Mar 5th 2006 at 6:42pm
reaper47
2827 posts
Posted 2006-03-05 6:42pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Keeping the 400-500 polygon limit was very important for me when making the map. My goal was to make it run well with a Voodoo 2 which I think explains some of the compromises and large texture scaling for today's standard. ;)

I always felt like maps should be made for the original hardware recommended for the game so I don't intend to update the LOD. In fact I'm not sure if there's even room in the TFC community for maps made after "wrath". Would be glad if someone bothers putting this on a server once, but I posted it mainly for sentimentality reasons. It was made shortly before a majority of TFC mapping sites died off.

Thx for the comments anyway.
Re: [map] The Ruins Posted by Orpheus on Sun Mar 5th 2006 at 7:56pm
Orpheus
13860 posts
Posted 2006-03-05 7:56pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
giggles
Yeah, your textures needed a bit of aligning there ol' chap.

This must be a very old map. Else you'd have sent it through the Snarkpit sorting process before "complete"

Never liked TFC myself much, but the architecture looks interesting enough.
Re: [map] The Ruins Posted by MJ on Mon Mar 6th 2006 at 6:12am
MJ
80 posts
Posted 2006-03-06 6:12am
MJ
member
80 posts 38 snarkmarks Registered: Dec 25th 2004
I think your link on your site links to a different map (dm_resident).
Re: [map] The Ruins Posted by reaper47 on Mon Mar 6th 2006 at 11:58am
reaper47
2827 posts
Posted 2006-03-06 11:58am
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
You're right MJ, thanks. Damn copy and paste. I tried to avoid typos.

fixed.
Re: [map] The Ruins Posted by MJ on Thu Mar 16th 2006 at 10:01am
MJ
80 posts
Posted 2006-03-16 10:01am
MJ
member
80 posts 38 snarkmarks Registered: Dec 25th 2004
I ran thru the map. I think its a pretty cool idea with the flag tracker. What entities did you use to set that up? Layout wise I think its pretty decent. Since its indoors I think defender demos and engys will have a slight advantage but its hard to tell without actual players playing this. Have you playtested this with people?
Re: [map] The Ruins Posted by reaper47 on Thu Mar 16th 2006 at 6:24pm
reaper47
2827 posts
Posted 2006-03-16 6:24pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
I did some short runs with people, yes. The result were several changes, most of them to give the attackers a better chance. I wish I got this on a proper server for more extensive testing.

The flag tracker is made of lots of triggers with filters for the flag carrier. They switch on the area you're currently in and switch off all the others. I don't remember exactly how it's done but it's mainly trigger work.