Teasers of SteelRat's new map :)


(SteelRat) #1

Yo…as I said here previously I am back working on a new map for ET.

I have put together a few teasers for you as the map is not finished yet but not far from release testing either since all scripting and objectives have been completed and thoroughly tested. (the script file is over 2300 lines of code right now…)

My plan was to make a FUN map with good performance, this is why I spent some extra time considering this when planning the map as you can see from these 3 screenshots (sorry for the large pics):


Here are the previews (remember, work in progress…):







Hold tight!
:drink:
/SteelRat


(Aborted) #2

Looooks preeeetty gooood. :smiley:


(Floris) #3

Looking very nice :slight_smile:


(Loffy) #4

Imagine, a huge, living (hungry) rat made of steel. Brrr.


(SteelRat) #5

LOL Loffy
:moo:


(Jaquboss) #6

Very nice!
Just remmember to increase gamma of your images to 1.3 ( game default ) because hw gamma doesn’t change your screenshots…
Nice you are still on ET :slight_smile:


(pakalatak) #7

Seems very nice ! Do you have planned a background ?

What is the use of the 3 first screen shots ? Showing that you use a -vis compile :smiley: ? :smiley:


(SteelRat) #8

The first 3 screens are only to show that I am making some effort to make the map play nice even on lower spec systems pakalatak.

I do have a backround, I’ll post it here in a day or two.

As for the gamma I am using the standard settings when mapping, to make sure everything is ok. As for the light of the map and such things it will be just fine :slight_smile:

:suspicious:
/SteelRat


(Sauron|EFG) #9

Looks really nice SteelRat.

Approximately how big is it (gameplay wise, compared to e.g. Base47)?


(SteelRat) #10

Sauron, the size of Base47 is roughly 2560*2048 (in map terms).

This new map is slightly bigger, about 2560*2560 and it also uses the space more effectively. So as for gameplay I belive it will be pretty tight and never too far to run (I hate running long distances in maps…)

The map also have plenty of constructibles and other items so there is plenty to do even if you are not an enginer. I have also added a few nice sniping spot without skewing the team balance too much, we’ll see if you find them :bump:

/SteelRat


(SteelRat) #11

Hmm, that gardener I have!

I told him to remove all the weeds from the map before the release :smiley:

Guess I have to do it myself…

/SteelRat


(Jaquboss) #12

:o cool, release this as well :stuck_out_tongue:


(]UBC[ McNite) #13

Looks nice from what the pics show.
Got 2 suggestions though:
About pic 3 with the showtris: I guess you used r_showtris 2. As I can see the house on the left being lower than the playermodel, you could also remove it from the calculated area by using a horizontal hint that is on level with the lower edge of the exit from that room.
And the terrain looks like cut off… for my money the hillranges need some variation to look more realistic.
And one question: do the pics show what r_gamma 1.3 would show in the game? In that case I think the shadowy areas are pretty dark, and i wonder whether the playermodels will be well visible for good battling.


(SteelRat) #14

]UBC[ McNite, the screens are very early so most of the hints have changed since then although thanks for the tip!

Yeah…the hills are a bit cut off, prolly not gonna to anything about that though.

I can assure you that the map is not dark, we have tested it and it looks just fine.

Beta testing is not far away, so please check it out once out for testing and provide any feedback!

Cheers,
SteelRat


(*PM|Sypher) #15

GENEUS! :clap:


(SteelRat) #16

We had a good runaround on the map yesterday and I have a list of minor things to fix, expect to see a beta release out for public testing by this weekend.

:banana:


#17

http://www.srcgaming.com/preview/weeds.jpg
^1 lol. looks a bit like the ET:QW “e3 demo map” :slight_smile: