Map giveaway...


(cicero) #1

Hello!

I’ve been working on a map every now and then for a loooong time… At the moment I don’t have much time over for mapping…but I believe it would be a shame if the map would never make it out on the net… so, therefore… if someone would like a very nice and tactically planned map that has come a VERY long way… please add me on my MSN ( Marcus_XII@hotmail.com ) and I will send it over to you…

I will of course, if I find the time(!), assist and help you in any way I can… i just feel that it would be such a shame if people will never fight battles on the map…

So just add me on my MSN…

Marcus_XII@hotmail.com


(Ifurita) #2

Screenies, overview, and a description of what is left to be done?


(Mammoth Entertainment Inc) #3

exactly…


(EB) #4

You make it sound so tempting…are you in advertising ? J/k
Awaiting screenies…I nominate several of the well-equipped mappers here.


(LaggingTom) #5

Drat, and I was enjoying working on that with you, cicero


(cicero) #6

sure I can post screenshots from the .map file… if someone will tell me how to… :bash: Remeber, I’m a graduated architech, not a computer wizard… LOL!!
That’s why I said MSN so I could send the .jpeg:s that way… but just let me know how to post screenis…and i will try…!!


(capslock trojan) #7

print screen /paste in paint/ save / www.imageshack.us for uploading picts


(cicero) #8

Thx!!!

So let’s se if this works then…4 pics… called basic idea, pic3, pic4 and pic5…



First little pic is a map over the basic idea behind the map…

The map is a square… Axis starts in a bunker at the center of map marked . Axis also have an under ground tunnel to a smaller bunker exit marked Y.
Allies starts at corner marked B. Basic idea is to have allies go accros the map from corner B to corner D, steal something prom two different locations, and carry that back to corner B.

By going through the woods allies can hide from direct view by the axis, though this means going closer to their spawn and smaller bunker exit… On the other hand, going around fromconer B to C and then to D will get them further away from axis, but here there is very little to hide behind if needed.

The grey area is a smaller village. When starting out I guess long range weapons will be most usefull, but in the small village I believe weapons more suited for very close downtown fighting would be better suited… therefore each player will have to make a tactical desicion what to go for…or steal from someone dead…
There are in total 15 houses, one windmill and the axis bunker complex…if I haven’t counted them wrong…and 2 small traditional scandinavian fishing boats… All buildings and boats have from 1 up till 4 floors and each floor is accesible in every building…!!! there is even a door below deck in the tiny boats…
And of course, every glass window can be destroyed…

I ve tried so far I thought about it to have all lines in each piece of wood to be in the most realistic direction… (it has been A LOT of rotating texture/brushes… I can tell you all that…LOL).
I’ve shown the map for a VERY few people (I guess 3-5 people) and they have commented on the bumpy surface on the ground… well it shall be like that, it has to IF… IF it shall look realistic that is with the inspiration I had when started out…

I have had thoughts about beeing able to rotate the top of windmill and eventually be able to crush people caught while rotating… I don’t know if one should be able to rotate the top from inside it… if only rotateable from below it, it is then possible to trap people inde… but that is just a thought… A possible place for a Command Post could be in the small old stone building with a flagpost… but that’s also just a thought…

Pic 3 is from corner A with the allied spawn to the far left and the village to the far right. In the middle is the smaller bunker exit for the axis and behind that is the small forest.

Pic 4 is from corner D facing the village with corner A way far of to the left.

Pic 5 is a Birds view of the disposition… Here you can see the village, the bunker (where axis spawns and 2:nd floor), the windmill, allied spawn, and the forest…

Inspiration is taken from not far from where I grew up…
http://www.orust.se/img/foton/gullholmen_40-talet1.jpg
http://www.orust.se/img/foton/gullholmen_40-talet2.jpg
http://www.orust.se/img/foton/gullholmen_40-talet3.jpg
http://www.orust.se/img/foton/gullholmen_40-talet4.jpg

So, left to do is…

  1. well adding what you feel would be appropiate… but still keeping the realistic look…would be nice…

  2. Fix some faulty brushes… don’t know how many, but at least 20-25 or so… guess mostly tiny that you can just delete…

  3. the scripting…

  4. and then compile it…

Spound interesting? Well I will have some time to discuss things and ideas, preferably over MSN… and I would be glad if I at least could be metioned somewhere… in the map, into, whatever…

So just add me on MSN ( Marcus_XII@hotmail.com ) and say hello…then I can send the file…


(cicero) #9

and as always, all comments are also most welcome…

Thx!!


(capslock trojan) #10

hi
well its a good idea but i dont think mappers are gonna take this its crying to be cleaned up like you did texturing by hand i see when you could have done things much more easy by using easy gen or smthing and youre map is much to pointy i din’t played on it but i think people could get stuck in there (lol) i love those houses on the water and some other stuff this can be a Great map but there’s some Major cleaning up in there so conclusion i would start all over

  1. Do the terrain in easy gen (youre quality will improve and you will have more time to spend on the map then on the terrain)
    2.Take stuff from this map so you can speed up stuff
    3.Spend some time on details

And if youre then in need of some good help i think there would be lot of people intrested to help you out

/srr for my english im working on it :smiley:


(Ifurita) #11

Nah, you could just func_group the terrain and give it all of the proper terrain keys, generate the shaders and alphamap in easygen, then tweak the alpha map to correspond to the actual terrain textures used


(cicero) #12

hehe… well that’s all strange words for me… remeber now that I’m a grauated architect…(almost 5 years of university studies) so if there is something I know then it is how to make houses and details and so on… but this editor easygen… I tried it several times and I didn’t get the result I wanted… I tried gensurf and it became MUCH more realistic… not like autocad and 3D-studio would would make it but this is a game - remeber…hihi…

My main focus is on making the map look realistic and have a basic idea and gameplay that works really good… therefore all the tactical thinking behind the design… but i will sadly, not have that much time in the near future so that’s why I am prepared to give my lovely map away… still love the map like if it were my child…


(capslock trojan) #13

Nah, you could just func_group the terrain and give it all of the proper terrain keys, generate the shaders and alphamap in easygen, then tweak the alpha map to correspond to the actual terrain textures used

Is this option more simpler ? ive never considerd doing this option cuz i always wondering if it was harder and taking more time but then again youre a pro… :smiley:

I’m a grauated architect…(almost 5 years of university studies)

You really see this in youre structures its really realistic
and i hope you really get the help you need cuz this could be a fantastic map it only needs some time

to bad time is no ones friend :frowning: