Bridge to Escape (WIP)


(Orange) #1

I just wanted to let you know I’ve dropped my first map (Crash) and the second try (Bridge to Success) and combined my experience and lessons learned in order to finally create a map that has a chance to get released, sometime in the future:
Bridge to Escape

Objectives
Allies

  1. Build the bridge (3 stages)
  2. Escort the cannon to a position near the Axis base
  3. Bring the cannon’s ammo crate from the little forest
  4. Blast the Axis base wall with the cannon
  5. Start the aircraft’s engines by repairing it

Axis

  1. Stop the Allies from building the bridge
  2. Don’t let the Allies bring the cannon near the base
  3. Return the cannon’s ammo crate to the little forest
  4. Defend the new base enterance
  5. Don’t let the Allies start the aircraft’s engines

Description:
The Axis have reached a small island where they planned to build a secret building that should have gained them an advantage.
After stopping the Axis from executing their plans, the Allies evacuation helicopter was hit and crashed into the sea near an island where they found out the Axis also had a base.
The Allies’ only chance to escape is by blasting their way into the Axis base with an old cannon they found on the island and taking off with the german aircraft.

My “developer diary”, just so you’ll have a basic idea of what’s gonna be there:
Stage 1: Modelling [ ]

  1. Allies Spawn Point #1 - 10% [X]
    Forest - 50%
    Hut - 50%
  2. Axis Spawn Point #1 - 20% [X]
    Forest - 50%
    Hut - 50%
  3. Bridge - 30% [X]
  4. Cannon - 40% [X]
  5. Cannon Ammo - 50% [X]
    Crates (flag) - 33%
    Few trees - 33%
    Scattered wood plates - 33%
  6. Command Post, Ammo & Health - 60% [X]
    Standard CP 50%
    Crates w/ special textures 50%
  7. Axis Base (Spawn #2) - 70% [X]
    Runway, grass
  8. Allies Spawn #2 - 80% [ ]
    Dock
  9. Aircraft (German) - 90% [ ]
  10. Roads - 100% [ ]

Stage 2: Scripting [ ]

  1. Bridge - 14% [ ]
    3 Stages
  2. Ammo & Health - 28% [ ]
  3. Command Posts - 42% [ ]
  4. Cannon Ammo Crates, Flag - 56% [ ]
  5. Cannon Script_Mover - 70% [ ]
  6. Blasting Wall - 84% [ ]
  7. Repairing Aircraft to Win - 100% [ ]

Stage 3: Final Touches [ ]

  1. Adjusting/Fine Tunings - 50% [ ]
  2. Possible Sounds - 50% [ ]

Stage 3: Testing [ ]
Stage 4: Fixing & Releasing [ ]

Current status:
Well, I was glad to find out that the cannon looks better than I expected, just misplaced. Ohh well… it shouldn’t be on the bridge at the start anyway.
But still, if you have any good cannon reference or prefab please let me know.

Wish me luck, and that I’ll finally release a map :slight_smile:
And please let me know of any idea you have to improve the map or anything else.


(Orange) #2

Pictures
Teaser :slight_smile:
Allies’ “hut”
From the inside
On the right: The Bridge | On the left: The natural way
Underwater scene. Too much foliage… I know…
The cannon floating above the bridge
Why build bridges when your cannon can fly?
The Axis’ “hut”
Ladies and gentlemen - Proportions! …are missing…

As some of you may have already noticed, the map lacks in dynamic lighting.
The problem is that the terrain looks very good with the current settings and I don’t know what to change to make the models brighter without ruing anything else.
And I ask you once again for a reference or a prefab, now it’s because I can’t tell if the cannon should be at the current size or smaller.
About the low FPS, I think and hope it’s mainly because of my old computer (Pentium 3 930Mhz) and horrible graphic card (nVidia GeForce 4 MX 440). However, if people won’t report of better FPS in the testing stage, I will remove foliage, mess with hints and stuff like this to improve the FPS.

Class dismissed :slight_smile:


(EB) #3

Want me to shrink the screenies and put them in webspace to link to here ? Cuz the others aren’t showing up.

Just to help.


(Orange) #4

Thanks for the suggestion, but I already moved them to other server and posted them as links to load one picture at a time.


(Ifurita) #5

The single digit FPS is not encouraging and are almost already setting a poor first impression of your map. While it looks nice, no one is going to pick up a map running single digit FPS (alone) not even considering arty everywhere and people running around. You may consider (taking screenies in r_mode 4 (800 x 600) or asking someone else to take your screenies for you. I know you caveated the FPS value with a description of your system, but few people are going to ever see that.