Steelplant 2 is out!


(Drakir) #1

STEELPLANT 2!

#. Version info:
New version, there is no such thing as a final version!

#. Changed the spawntimes from 1 second to 15-Allies, 25-Axis
#. Added Teamdoor on the Yard, Allied CVOps can open.
#. Fixed small bug with dyno at Grate.
#. Added railings at the inner Room.
#. Added a few small things to some places for more hideouts.
#. Added a new path from mid floor to one of the spawns inside.
#. Added 2 new textures of clan M8D Logotypes.

Download from PCGAMEMODS.com http://www.pcgamemods.com/5198/

Images of the map below:


(=DaRk=CrAzY-NuTTeR) #2

damn that looks gooooooooooood


(blushing_bride) #3

god your quick at making maps, any tips on speeding up work flow or do you just have a lot of free time


(SteelRat) #4

Awesome piece of work Drakir! :smiley:


(ratty redemption) #5

agreed, very nice looking, and I love the red lava pouring out of those pipes, are those sprites or a patch with a scrolling shader?


(Mr_Tickles) #6

… Amazing :notworthy:


(MadJack) #7

Damn wicked!

Talk about getting some humility :smiley:

@ ratty, my guess is shader


(Drakir) #8

Tnx alot for all the warm words!

The LAVA is just a scrolling shader on a patch with a small target_smoke at the bottom making it look like it hits the other surface.

About tips on speed, well this map has a really easy layout from start. I have built it on the old Team Fortress map “Well”, so i had the layout done in an hour or so. Then i just started to fill the rooms with goodies.

I was really inspired from playing through the Singleplayer of “Painkiller”, some maps in Painkiller just blow my mind. Espescially the last map “Hell”. So what i did was to take some shots of brushwork in Painkiller and made em in Radiant.

Then i wanted to see how a great TF map like “Well” would play in ET so i added a few things to make it more like TF, a constructable sentrygun at the front gate. And a huge fan at the yard that makes u fly, instead of concussion-grenade-jumping.


(badong) #9

Couldn’t agree with you more. Painkiller is without doubt the best looking game I have ever seen so far. The texture work is simply amazing.
I was really impressed by the concept of the hell level too, until i discovered that it was actually “borrowed” by an UT map called Timeless.
Nevertheless though, that game still looks unfuckingbelievable.

Oh and exelent job on the map by the way :wink:


(PeteSpeed) #10

Eeeexellent :smiley: and good fun to play bonus! :clap: nice one m8ty :notworthy:


(Doodie) #11

Quick tip (works on previous version anyways) for Allies.
Use a rifle nade to destroy the sentry gun - fire from just outsidethe front door and bounce it off the far wall so it rebounds at an angle to hit the gun.

I must say it’s a really good map and great fun to play on a crowded server - et.chigc.com have it in rotation.

Would you consider limiting the sentry gun so that it has mayvbe a 5/10 shot maximum before it has to be reloaded by field ops or perhaps overheats and breaks down after 5/10 shots requiring a (quick) repair by an engineer?


(Boleth) #12

I tried launching a nade at the gun from just outside the door, but if the axis are defending well, you have no chance!
Great map drakir, excellent if theres a load of you on TS aswell! good party style stuff :smiley:
Good luck with your next map, whatever it may be!


(ratty redemption) #13

@Drakir, thanx for explaining about the lava :slight_smile:

and I guess it didnt matter that we dont seem to be able to resize the custom sprites that are generated with target_smoke? …I still havent tested this entity with my waterfalls but its on my “to do” list.


(ratty redemption) #14

@Drakir, thanx for explaining about the lava :slight_smile:

and I guess it didnt matter that we dont seem to be able to resize the custom sprites that are generated with target_smoke? …I still havent tested this entity with my waterfalls but its on my “to do” list.


(ausman) #15

God damn that looks good!!! :clap: You truely are the lord-chief-general of the mapping world. How can anyone say no to flowing lava and bendy rusted pipes.


(Drakir) #16

@Drakir, thanx for explaining about the lava

and I guess it didnt matter that we dont seem to be able to resize the custom sprites that are generated with target_smoke? …I still havent tested this entity with my waterfalls but its on my “to do” list.

I used the target_smoke entity for the “leaking water” effect inside the map. I made a new shader/texture and set the startsize and endsize of it to give the look of the water just falling down.

I had to play with the size of the texture to get the right look, but if you do a very small “test” map and compile it then u can test it out very fast.

Making a small map, only 1 room that compile in a few seconds and then build all the detailed stuff in there is a great way to make prefabs for your map fast. This is what i always do. Its alot faster than using the “Region” compile. And also using “start_et_in_devmap.exe” from Erik-FTN is a very nice way to get into the map fast.

For all you that have missed the very nice little program from Erik-FTN:
Get the program here: http://user.tninet.se/~fzo823r/start_et_w_devmap.exe

Place the program in the same directory as ET.exe
Make a shortcut to it where u want to execute it from.
Type in the name of the .bsp file without the .bsp u wanna run in devmap mode.
Hit the “RUN” button and ET will start your map in sv_pure 0, gametype 2.

Here´s a picture of the program:


(sock) #17

Yeah painkiller is amazing for scale and detail, the textures are just big with detail maps nothing fancy but the attention to detail in brushwork is damn fine. One thing your map does remind me of is the Abandoned factory map in Painkiller but you have used a skybox instead. Have you looked at the portal sky system used by q3map2? Having actual brushwork in the distance would be much better than a flat skybox.

Apparently it was not borrowed from UT, check the following post by one of the PCF dev team members. The link below contains *spoilers on the last map so be warned.

http://www.dreamcatchergames.com/forums/showthread.php?s=&threadid=18114

Last post on the page by “[PCF].Andrew”

Sock
:moo:


(Shallow) #18

Painkiller is a fine game indeed, last I heard they weren’t going to release their Maya plugins for world construction, only the proprietary tool they used for entity placement, which is a shame since I would have liked to tinker with that game. It’s very much the next-gen Quake update that I’ve wanted someone to make for ages and ages.

Drakir, nice map, it looks pleasingly grim, and very robust and Quake-y. My one observation would be that the underside of the gallery in the fourth shot doesn’t really look solid - I’d be inclined to put a trim on the edge under the railings, and possibly some thin supporting struts.


(Drakir) #19

One thing your map does remind me of is the Abandoned factory map in Painkiller but you have used a skybox instead. Have you looked at the portal sky system used by q3map2? Having actual brushwork in the distance would be much better than a flat skybox.

Sock: you are totally right, Abandoned factory map was the one i got the most brushwork ideas from. About portal-sky usage, yes i have tried that. Messed around with that a bit. But i took the easy route this time, using a ready-made sky from the Wadfather site. And instead of using up all my mapping time doing the portal-sky brushes/world i focused on detail inside the map instead.


(=DaRk=CrAzY-NuTTeR) #20

drair i got a sugestion, the hanging box from the crane in pic 2 should be make a func_pendulam so it swings back and forth, would be cool, and if sum1 stays underneath it for too long it drops on them