Looks awesome. Has a real atmosphere to it and the buildings look interesting and varied. I really like it so far
Only thing I’d say you should change is the water/river is way too bright and ‘clean’. It should be ugly dark rainwater I reckon.
mapscreens of Operation: Gunfire! [56k warning alotta pics]
thanks kamel for liking my name suggestions =)
However i must really beg on hand and knee for you to make this astonishing map a dual objective map.
PLEASE PLEASE PLEASE
now that the groveling is over i can explain why.
Every single map produced with the exception of trainyard which has major balancing issues is produced in an attack/defend scenario.
A dual objective map such as tank or trainyard allow not only for larger teams but more teamwork…because half of a team must attack and work toward completing the objective while the other half of the team must defend your own objective.
Weather you make it a fight for docs, or a fight for dynamiting some object i really think dual objective is the way to go. If you do decide to take my advice make sure that the map is balanced…you know enough choke points and somewhat contained objectives not enormous objectives that are nearly impossible to defend.
Good luck with this one and i can’t wait to see the beta.
i’m working on a dual obj map called “desert fortress”.
I like dual obj maps, and tomorrow i think il make a begin on my second map of my dual objective map 
ok ill do this:
allies: destroy axis flak cannon
axis: destry bridge
if that is what you mean
I’ve never played a dual-obj map before so forgive my ignorance… what happens if neither team does the obj before the time runs out? (Or both teams do it at the same time!). I’m thinking of making my map a dual too.
if no-one does the objective before time then its a draw
and when they do it the exact same time (very very very small chance that happens) then its a draw too i think
actually, back in RtCW when the time ran out the clock would just flash 0:00 on the clock and the game would go until a winner was victorious. This is why tank was so good…when the teams were balanced on a balanced map such as tank battles could be epic lasting 4 hours + This is why i like dual objective…also blockbuster that sounds good just make sure it doesn’t have the same problem as trainyard had. The bridge was too easy to access and the depot was too hard so it was heavily stacked against the allies. So if you do decide to make it dual objective such as you have mentioned make sure it is easy enough to defend for both teams…balance is the key =)
also thanks for deciding to go dual objective they are so much more fun…and desert fortress sounds cool too, i can’t wait to check them out.
screens of 88 coming soon… also the basic is almost done… so that means i can do all the detail and after that some bug fixin… testing, some more bug fixing and then BETA 
theres allready a map called flakcannon, i was thinking of Operation: Gunfire (i know its stupid)
anyway some new screens!
1: new custom water texture

2: next to the bunker

3: uhh just nice to see 

4: :moo:

looks great 
really coming along very finely, especially love the water which i think “ahem” “cough” someone “ahem” “cough” should get credit for 
ok credit for water shader goes to: “ahem” “cough” someone “ahem” “cough”
ok credit for water shader goes to: “ahem” “cough” someone “ahem” “cough”[/quote]

:eek2: :eek2:
ahem!
lol apparently you can get a wavy affect for your water too, which shader file did you place your water shader? :???:


