Castle Attack Beta 5 Released


(iwound) #21

If he could somehow convert the map to an SP map

I have considered converting this too COD2 once Iv completed this. It does have single player and it has crossed my mind. But a great deal would have to be added for this to work. For the moment Im concentrating on completing this. And anyway unless you complete a level on one life, you will always be reborn, thats the great thing about games, they dont actually kill you, unless someone beats you over the head with the box that is. Try the mp its fun. Have a :beer: on me!


(kamikazee) #22

OFF TOPIC

I’m not going to complain on your thoughts of an MP game, but maybe there’s an MP mode that doesn’t allow a team to respawn immediately but only after the round is done? (Like CS)
I believe it can be done with LMS, or giving each player only 1 life in any other gametype.

And actually, in SP you can reload, so this can be considdered a form of spawning as well.

Anyway, I can only hope you find something that suits you, and have fun!

  • END OFF TOPIC *

@[]v[] :
I haven’t played CoD2, nor mapped for it so I don’t know how the entities work in that game, but you can at least reuse the .map file.
Setting up the SP script will be the hard part to get it just right, placing bots in a natural way is not as easy as it sounds.


(iwound) #23

Setting up the SP script will be the hard part

Dont you mean the fun part. I know were waiting on the release of the the new radiant.
As you say the main hull of the map should transfer fine and then re-texture, and a few cod2 entities a bit of salt n pepper and et voila baked map! havnt messed with single player since the zx81 so i guess things have moved on since then.


(Sauron|EFG) #24

Looks really nice!
I especially like the terrain and the layout of the village. The indoor screenshots are a bit dark though.


(iwound) #25

Here are some new piccies of my map, showing the tunnel section and some routes in. Only the castle too finish off. Spawns all in place and working. Escort the tank too the castle past two barriers, the first barrier is the entrance too the tunnel and the second is the entrance too the castle. Three spawns, 1 in the castle, 1 in the village and 1 in the tunnel which can be fought over until the Tank blows the main doors on the castle (to enable access too objectives) at which point attackers (allies) have it till the end of the map. Thanks too EB for letting me use one of his spawn scripts, which dropped in like a lego brick, and works a charm. Cheers!




With this many piccies I could quiet possibly bring this out in jpg format, but it would be a terrible strain on the wrists. As always comments welcome. Still on target, hope too have this ready for some testing in a month. Just got to decorate the castle.

Cheers … []v[] …


(Pytox) #26

Nice! I hope u got a decent FPS on it :slight_smile:


(Higgins) #27

I think your map could even rival half life 2, certainly the ravenhome missions! I cant wait to get this on my server. Good work.


(here) #28

very nice work.
This map look’s very beautifull
I m impatient to play on it !


(iwound) #29

Ta for the comments.

Yes Pytox i hope i do too! heres a pic with the stats in, i beleive these figures are ok.
But maybe someone with more experiance could tell me otherwise. This scene contains
the highest figures as axis defend the tunnel entrance. All other areas are well below this.

verts were originally on around 28k in this scene, before optimising. Will come down more before I’v finished.


(VoYthas) #30

Oh my God! This map ROCK!

Impressive!


(Aborted) #31

very nice map indeed


(kamikazee) #32

Not that I want to spoil you enthusiasm, but that discussion was ended in November. :smiley:


(Loffy) #33

Lots of hot lead will be fired in that environment yes sir!


(Aborted) #34

rofl, i didnt even notice the date. Thanks for the heads up.


(iwound) #35

Hi peeps heres my map done as far as i know. Hope you enjoy it…
Sorry about the command map but its the best i can do…


(kamikazee) #36

Aha! Gonna try it out immediately!


(Pytox) #37

yeay finally :), i’m going to try it out!


(kamikazee) #38

Some remarks: large parts of the map seem to dark. The castle courtyards and parts of the tunnels for example.

Then there are lots of paths and tunnels. It might be a good idea to look at multi-level command maps so you could mark all tunnels on the command map without too much cluttering.

The jail doors are quite hard to open, you need to press use when you’re cursor is over a iron bar. I sugest to try a playerclip brush over it which gets included into the func_door_rotating entity.

And my last comments (can be considered whining) :
-The tank drives onto the final courtyard, circles around the memorial stone and then turns around to shoot the stone instead of just firing when it arrives onto the courtjard.
-The objectives (documents and radio parts) are stowed away in a dungean secured by bars. Whilst it is logical in terms of gameplay that they can’t be reached untill the tank blew away the stone, those bars seem to get blown away out of nothing. No TNT, nothing.

In the end, it seems a fun map. I should see how well it works out on a more crowded server, I guess it takes quite a while to secure the documents AND the radio parts.

PS: Nice secret reference to another game. :wink:


([Cerberus]) #39

Um, Great map, Great frames, my only complant is its too big. I love all the detail i love the cave and everythings is visually awesome. But again the map is too big. And in some parts its really hard to know ehere you are, such as the sewer it al looks the same.


(Codename Ty) #40

Great job []v[], very well done! I really like the detail that went into the map. It’s breathtaking to look at. I just played through it and was very impressed, looking forward to more of your projects and to putting this map through it’s paces even more so.

We’re putting it on the server right now.

The IP is 70.84.83.204:27960

You can find the rotations for the server at http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=14059 .

Suggestions are welcome.

Once again, very well done. :drink: