Castle Attack Beta 5 Released


(iwound) #1

Beta 5

This is my map which I’v been working on. Feel free to comment and suggest stuff to throw on the cave floor (its a bit empty). The map is divided into three main sections.
The village, tunnel and castle. Connected by a cave and catacombs. These pics are from the village.

VillageHouseChurchMountain view
Tank RouteCatacombsCatacombs2CaveVillage againand againonce more

…its an escort the tank map, Blow the doors get radio equipment to build radio.
and finally steal docs to transmit on said radio. Im looking to finish this in approx 2 months time. Further pics of the other sections wil appear when im happy with the level of detail and performance. All structure is in place just needs detail and final script.


(kamikazee) #2

It looks quite good…
I hope you made the objectives somewhat diverse, as at first read it seems you crammed quite a few things into the map.


(iwound) #3

A very good point. The thing i didnt say was that the radio can be destroyed by a covert-ops. so preventing the transmission. The allies (attacking) would then have retrieve the parts again while defending the person holding the docs. If they cant then they would have to retrieve those again aswell. This combination i felt was ok. but your comment has given me food for thought!


(Loffy) #4

Nice trees!
//Loffy


(kamikazee) #5

I’d still need to see how it turns out in game, of course.
It could work, but that’s where beta’s are for, to see if it actually works out as it should.


(Pytox) #6

I like the roofs from the buildings :slight_smile:
Looks good!
Greetz Py


(stadilainen) #7

It looks very good to me, hope the gameplay will be alright as well. :slight_smile:


(Northerner) #8

those screenshots look really awesome! a really great job done with using your textures!
i cant wait to check this map out!


(dark-tim) #9

nice map


(Uchronic) #10

The screenies are looking good.
I’ll wait for the pk3 to say more.


(EterneX) #11

That looks very very good :notworthy: :notworthy: , love how realisic it looks.

Eddie


(iwound) #12

Cheers for the comments.

Heres some screenies of inside the clock tower, which just needs some light tweaking.


(mrfin) #13

Hey up []v[]

odd name…

you have been busy! I like the shot entitled ‘tank route’
nice atmosphere, the sky and hill textures make me think of north scotland.
like the building too - fits well.

This’ll probably be as much use as a chocolate fireguard but I imagin rusty metal lying about the place, some rusty works up the road perhaps. The building in the shot looks industrial - to me.

Not too keen on the tree - the leafy bits are a bit ‘bunchy’, although an autumny atmosphere is in the map, perhaps you intend to add to this yet?

Nice church windows

g1, keep it up


(kamikazee) #14

BTW: Is it just me or does the first screenshot show a “missing model xyz axis set”? (See the blue and green line there)
This is probably fixed, but I just want to make sure. :nag:


(iwound) #15

Ey up Mrfin…

Cheers for dropping by and checkin it out. Your right about the Scottish influence. I used the piccy of a croft for the final look of the small house. And after a lot of visits up there, thats what inspired me to make a map for et. It had originally been a summer map but after popping up there a couple of weeks ago, it changed too autumn. Now if I could only get my hands on a decent leaves on ground texture with alpha channel that would be great and break up the ground a bit. All my attempts at makeing one have failed.

rusty works

Anything specific. I agree it does need some clutter scatterd around the place.
The trees will probably be adjusted a few times yet. I used the modelscale_vec to change the shape of the foliage to get a different look and thats why they look bunched up. Im gonna try some different foliage models to see which looks best.

Im working on the tunnel section at the mo, through which the allies escort the tank to get to the castle after blowing the entrance doors ( includes traffic light ). Some vis problems as i connect it to a section of catacomb. But mainly just adding detail.

Watch this space as I’ll add some pictures as I progress.

kamikazee : Well spotted mate. nearly right its an objective left over from when i originally set up the map. You win a prize… a …er… em … box of pg tips.


(FriedByte) #16

This map looks amazing. I can’t wait untill it comes out, I’m sure a few servers will run it.


(redRum) #17

Great looking map indeed.
These screenies look pretty promising \o/

Also keep the good work with the tree models. Usually having some relevant custom models makes your map more unique.


(EB) #18

They are default models used creatively.


(R3ap4r) #19

Map looks really cool judging the first screenies, nice trees and love the church glass.
Good luck with this one,gonna follow it.

:clap:


(Brevik) #20

The map looks really nice, with some really well done realistic looking terrain and the buildings look great too.

Kind of reminds me of some of the villages in Morrowind for some reason…