Project Ambush


(pgh) #1

After all the time reading up on mapping and modding etc I finally found myself a spare 10 minutes last night between games of ET to start work and take a look at radiant for the first time since Quake 3. And the first time using an Editor since Quake 1… :> (Worms doesnt count for mappers does it? Teh roping madness. :P)

So, heres whats been produced…

So sexy :confused: - Started off with the basics from AndiTylers site then, when I looked about and figured out what things do etc… I realised all I had down was 2 sketches of 2 maps but no fuckin clue what I want it too look like and set it out. So, im asking for a bit of help and advice please if you can spare 10 minutes… (I cant it seems).

For starters i’ll give a quick run down of what I have drawn up… also, I really want to be able to go through with a plan-b of this map of which I thought of a kinda new gametype i’ve never saw.

Ambush Project
The Allies are transporting cargo across a Japanese backyard forrest only to break down and run out of Fuel for there main two transports… one of them is less than half a mile ahead of the other. With no extra Fuel they need to find another resource so the team start searching… There knee deep in Trees/Bushes and can hear loud splash’s of water near by as they search the surrounding area. They come across what appears to be a man made river and they decide to follow it. Approx half a mile down theres a waterfall leading down to what appears to be a junction leading to the ocean, there on a cliff face. Meanwhile, down below this cliff face lies a half destroyed array of old Japanese buildings occupied by what appears to be soldiers, with a storage depot and docks situated towards the back of there ‘complex’. The Allies spot this. They spot the Fueltanks at the back of the depot. So a scene is set slightly…

Now. Thats a brief idea of how I want my map setout basically being 3 sections (Imagine a flag split 3 ways even vertically). Heres the deal about the gametypes and objectives. I’ve laid it out as a 3 phase plan (3pp) making it easy for myself to design, create and build.

Phase 1 - Waterfall
Allies start spawning in a forrest area at the top of the cliffs. Around them is there trucks and jeeps. They set out for the fuel. The first objective is to reach the Waterfall, scale down the cliff face and past the initial Axis compound defenses…

Phase 2 - Compound
Have to capture a building within the Japanese style buildings to gain the foward spawn, Axis are switched to back spawn (Dock/Depot area).

Phase 3 - Depot/Fuel
Allies need to destroy the internal defenses holding them out from the Depot and steal the Fuel Canisters (Not the tanks, just a Petrol Can type thing).

Objectives
Allies:

[ul]
[li] Get from Waterfall/Forrest down to Lower Compound Defenses.
[/li][li] Penetrate these Defenses and capture the Building. (Foward Spawn - This is held by destroying the Depot Defenses internally.)
[/li][li] Steal the Petrol Canisters (2 of them) and Return one to each Truck at the top of the Waterfall.
[/li][/ul]

Axis:

[ul]
[li] Stop Allies scaling the Mountain… (A Rock which when Satchelled/Panzered blocks one of the Cliff Face routes down. (Can be Dynamited by Allies)
[/li][li] Construct the Base Defenses and the 2 watch towers.
[/li][li] Stop the Allies from destroying these Defenses and stealing the Fuel.
[/li][/ul]

So thats me, the rundown… but heres plan-b.

Top Secret plan-b
So the Allies need to do all of the above to win… and the Axis needs to hold… nothing new there then. But, what if the Axis could win too by stopping the Allies in there tracks? What use are the Allies trucks if they dont exist? :smiley: So, the idea I had was duel team objectives. Instead of Allies having a way to win, they also have an objective to lose. If the Axis manage to destroy both of there trucks then they win. This will hopefully lead to a kind of proper Att/Def situation for both teams… eg, when the Allies capture the foward spawn, there going to need to build a Tower and the Defense they destroyed to get in in order to stop the Axis gettin there trucks… Makes sense? Does to me… :slight_smile:

So my requests are:

Japanese Textures
Japanese Architechture Pictures
Dock Architechture Pictures
How do I go about creating a massive scale Waterfall but keeping a decent level of FPS?
Any suggestions about my idea
Need a truck prefab that is possible to go inside the back
And is plan-b able to be done?


(blushing_bride) #2

some pictures of a famous japanese temple complex that i believe to be a good example of old Japanese style architecture.

http://www.orientalarchitecture.com/nara/horyujiindex.htm

In particula this site has good pictures on nearly every famous asian building in existence. So if you decicde to set the battle in a different asian country then this is a good place to start. If my history is correct there were’nt many battles on japanese territory but we know the japs went fighting almost everywhere else in asia. I don’t think you will find any specific japanese textures howevere if you check the resouces sticky thread in this forum there are plenty of places where you can get textures, it’s then a matter of deciding what you need and then find the closest thing to it.

When you actually make the thing you should think of it into at least three areas: Forest, compound and dock. You should design it so that only one of these areas is visible at a time. If you design the map in a to open ended manner then you will get low fps.

You can get a truck prefab from inside ET but there is nicely clipped one from Ifurita’s site. The truck is part of a returnable objective prefab.

http://planetwolfenstein.com/4newbies/

Your project is quite ambitoius so good luck. Plan B seems like a good idea but i get the impression that clans are agianst duel objective maps. Can’t help with waterfalls but i know Hummer has one in his raiders map so you might wanna look at that map.


(pgh) #3

Gutted. :]


(kommando) #4

Contact me about Japanese textures , and prefabs as well.


(pgh) #5

Gimme some contact details then. IRC, Email, MSN etc…


(kommando) #6

I’ve got a waterfall shader that should work,
I got a truck prefab as well

Plan B is doable

contact details are at the end of my post :chef:

http://voiseymms.com/kommando.htm


(pgh) #7

Resource bar links to prefab.htm. Prefabs.htm on the other hand works but redirects to a Under Construction page. Textures link too refers to textures,html - needs a . not a , . :slight_smile:


(kommando) #8

What are you specifically requesting?

I’ll have to e-mail it to you.


(pgh) #9

Lol… A truck prefeb (Not a truck like in Goldrush but like a larger cargo truck) and whatever help for the waterfall you have…


(kommando) #10

I’ll try to email a zip of textures/prefabs to you.
look for them within 24 hours.