Alpha shot: Ponza Isle


(neotic) #1

[b]Allied Objective:
1st: Capture forward deployment aqueduct house.
2nd: Repair broken bridge and aqueduct.
Primary Objective: Destroy Axis Radar

Axis Objective
1st: Limit Allied advancement.
2nd: Destroy Bridges and aqueduct as needed.
Primary Objectives: Defend Radar


1: Allied starting spawn, the docks.
2. Axis starting spawn, the church.
3. Allied forward deployment, aqueduct house.
4. Broken aqueduct, will need repairs to cross.
5. Broken bridge, will need repairs to cross.
6. Radar

1: Allied starting spawn, the docks.

  1. Axis starting spawn, the church.

  2. Allied forward deployment, aqueduct house.

  3. Radar

Comments or suggestions? I still need to do scripting and break apart the bridge and aqueduct.

My friend is begging me to put in an underground well that will connect both hills, good idea or bad?

Possible idea, broken staircase that leads to Axis’ hill that would need repairs, good idea of bad?

Are there too many or too little ways to access Axis’ hill? Allied objective reasonable?

Thanks for all your help.[/b][/img]


(Shai) #2

GOOD LORD!!! Very nice neotic. :clap:


(Loffy) #3

Hi!
Try to find a nice, powerful bell sound. And use the “wait” and “random” commands in the speaker. So, make the bell toll every 5th minute or something.
// Loffy


(Davros) #4

that looks like a really well designed map. add some palm trees to the sandy beach parts and you have a sure fire hit :clap: . only thing that worries me is the path out to (and area surrounding) the radar seems a bit thin, you could easily fall off :smiley: . could a portal sky be used to add some fake islands in the distance?


(Fusen) #5

nice but the bridges etc might need some cover as it looks very open atm which could be very easy for axis defending radar


Daimler conquest


(neotic) #6

Hah, thanks… looks like I forgot some stuff though! :smiley:

I might just have to do that, thanks for the suggestion.

I almost forgot about the portal sky, and trees… had them took them out till I was almost done… and then I forgot them again! Thanks.

Glad you mentioned that, I don’t know what I was thinking earlier. I just got done playing a few rounds and this would be fragfest 2004 if I don’t cover the bridges. I think I got stuck in an architecture mind set for a bit too long! So yeah, I’m adding some ruins to the sides of both bridges now. Also going to add a few more ruins to the tops of each hill so its not such easy pickings.

Do you guys have any interest in adding that constructable staircase (to axis) or a well connecting both hills?


(joop sloop) #7

a well connection those islands could be a good extra route to the main island. The team wanting to use the tunnel could have to build/destroy something in order to actualy use the tunnel


(michi.be) #8

cool idea for a map. :slight_smile:
nice shots.


(HerrK) #9

Woooow…screens looks great! :eek:
First time for me i see such an mapidea for ET.

In RtCW there was an island mapproject in work,
but unfortunately never finished…i don’t know the name…long time ago. :smiley:

The map reminds me of UT or Quake…
Small map with short ways and open area.
Is there any underground way in the map…so that nobody can see me?

(NdK) :wink:


(Jajo) #10

I think you should put some cover thingies like ruined pillars or something like that, to prevent axis from shooting on everything that might look radar-destructive just 5 meters from their spawn point.


(blushing_bride) #11

fantastic looking map. It definitly needs some cover. Imagine it on a public server with 10 players per side. If axis have a couple of decent field ops, a panzer and a mortar then some of those narrow bridges will become hell on earth.


(HehHeh) #12

Cool nice shots but i think it needs lot more like tanks to take across the bridge and maybe another tank so it more like a race.Oh ya and this part is nothing on the map just need help had this problem for two days and the computer i’m playing in is brandnew so wish u could help what i should do, but i know its not lagging thing.the problem is everytime i play it changes the plce i’m in like in the fuel dump i go to the depot door but it goes back to the door in the corner. Plz help here i’m desperate oh ya and tell me your aim greatmap also. :banana: :banghead: :???:


(Drakir) #13

Sound exaclty like a bad internetconnection or a poor server. Dunno what you call ‘lag’, but this is exaclty what happens if you experience lag.


(redfella) #14

Nice shots.

I think adding some terrain around say 1/2-3/4 of the perimeter could go a long way to make it look extra cool. You know, make a little inlet\bay area.


(neotic) #15

Update screens: heres where I’m at now. Added a watch tower (another starting allied spawn) that has a base that connects to the end of the well system between the two hills. Remade all the terrain, looks real pretty I think now. Added trees, some foilage. Next goals are command map, portal sky, and objectives.




[/img]


(rgoer) #16

Looking quite good, but TBH, that is a bit of a goofy place for a radar. That precipice is a good place for something, I’m just not sure a radar dish belongs there.


(neotic) #17

Where would you like it? :slight_smile:


(HerrK) #18

:eek: :eek2: :eek: :eek2: Fa…fan…fantastic! :eek: :eek2: :eek: :eek2:

With the tower, it looks a little bit oriental!
But the church looks european or like in the wildwest… :smiley:

(NdK) :wink:


(Blackadder_NZ) #19

Sorta looks like something out of Myst…
maybe if you used the siwa_sky it would look even better in the light?


(neotic) #20

Well, it did look pretty awesome with a sunset sky… but I making it darker might make it easier for allies… who have an ambious task. But maybe its not that bad… ill think about it. :slight_smile: