V2 Base


(SteelRat) #1

I plan to release V2 Base this weekend if testing does not come up with any unknown issues, here are some screenshots above ground of the map.

This is the converted version of V2 Base that I originally created for RtCW, it has been improved quite a lot.










/SteelRat


(HerrK) #2

Wooooooow… :eek: :eek:

Really good looking Castle (Base)…thx for the daylight! :clap:

(NdK) :wink:


(Ifurita) #3

nice


(MadJack) #4

Wicked! :smiley:


(Loffy) #5

Let them fly!


(SteelRat) #6

Thanks for the kind feedback! :smiley:
The map will definitely be released this weekend, I’ll post here in the forum when it is released as well as on my website http://www.srcgaming.com

Cheers,
SteelRat


(Noldor) #7

@Steelrat: the map looks great, but, as many other custom maps, there are some things that don’t let me like the map as one of the originals. I.e.: why some brushes (the rock and the bottom of the missiles) are so polygonal? is so difficult to increase the number of the polygon sides to obtain a more cylindrical? also, i think that the trees should have more branches in a more natural way, as the mountains looks a bit squared.
Let me say, i’m not writing to tell you “hey, bad work guy!”, also because i’m a newbie of level designing, far from have complete knowledges, but i played (and still playing) very much the original maps and many other custom maps, and all the customs have something wrong… obviously, while playing you don’t notice the little things, but with the screenshots all seems more clear.
My worries are about the tools we have: is a matter of tools ( = Splashdamage have better editor and surface generators and patchers) or it’s a matter of time ( = we have to spend more time to fix the little things of the maps) ?
Again, i don’t really want to offend you, sorry if i can’t explain better my opinion, but my english is leaking as my maps :lol:


(MadJack) #8

AFAIK SD used the same tools as we use.

Radiant and Q3Map2

EDIT: SD not SP :banghead:


(SteelRat) #9

Noldor,
Making a map is a delicate balance between reality detail level and gameplay performance. You can use more dense cylinders and I know that some of the stuff I created is not realistic to a degree, also I am not the best at making good looking details since I tend to focus more on the game flow and the overall design. As for the mountains I used pretty big brushes and yes they look a bit square, I did not add any phong shaders to them either that could have “smoothed” them a bit. (I suck at making shaders…) Making a 100% error free map is hard, even SD’s map have a few bugs although they are very small. The trees in the map are models and they could be more detailed yes but that would cause more polygon usage and lower FPS, reffering back to that balance of gameplay performance and design.

I am not offended at all, it takes more than that :wink:

And yes, I used GtkRadiant and Q3Map2

Cheers,
SteelRat


(Boleth) #10

it also probably has something to do with the fact that SD are a team and work together to create their maps, this means they can point out each others mistakes and correct them. It also means that they can do a processing line eg.
Man1: concept art
Man2: adds brushes etc.
Man3: adds textures etc
Man4: does coding etc
Man2, 3 & 4: checks everything over.

With custom maps they’re usually created by individuals who mostly work along but sometimes have input over the net from a couple of different people.
This is basically one man doing a 4 man job, with some help (sometimes).
You cant expect one man to do a 4 man job with no errors, unless of course they’re a perfectionist, in which case :notworthy:

edit I know I missed a lot of things out in my example of a processing line, it was just a rough example.


(deej) #11

Congrats steelrat, this is an awesome map. We played it all week-end and all the members were very happy with it! It guarantuees nice playability and the small size forces strong teamplay since running around alone with 8 axis behind you is guarantueed to get you killed :-).

We haven’t found any bugs or errors yet. The only thing people were complaining about is the fact that you can’t choose your spawn point even though you have captured the tower.

Again, many thanks from the entire clan!


(SteelRat) #12

Thanks deej! :smiley:

It is a very intense map, just as it should be :slight_smile:
It is also flexible since that flag adds another dimension, without it it would lend axis to only camp in basement where the docs are. Now they can recapture the flag and move the fighting upstairs again.

I have found a couple of bugs and the good news is that Unter Elite has chosen V2 Base to be an official tournament map and as a result of that I have been modifing V2 Base slightly over the weekend to match their needs.

Here is a list of things that I have changed in V2 Base TE:
Docs now have the “clipboard” - not the orange missing texture.
2 doors removed in War room
2 windows added to walls in war room (for allies to have a chance to estimate what they are facing)
Fixed some clipping in the war room “office” where you could see hinding player models thru the wall.
Missing light texture in cieling downstairs is fixed.
Silent door near axis spawn is fixed.
Added a small shed near Allied spawn as a place to take cover in.
Added a small house ruin near the main entrance of fortress.
Moved the “base wall” to the main entrance of the fortress.
Added another underground passage that ends up in the small house in the v2 base yard.
Added some crates and barrels to the v2 base yard to take cover behind.
Fixed the spawnpoints so that they show up on the command map and are selectable.
Added some trees and dragonteeth outside the fortress.
You can still jump the base wall, but that barbe wire has got a nasty touch now.
Reduced game time to 20 minutes.
Axis got 5 seconds longer spawn time.
Removed the tower spawn MG42.

This version will not replace the V2 base that is out there, this will be an additional release for tournament play.

Some things may still change since this version is not released yet.

Cheers,
SteelRat


(deej) #13

Removed the tower spawn MG42

Damn I shot half the clan with that before they panzered me into oblivion :D.

I think adding the extra cover is a great idea because we also saw the effect of people camping on roofs to blow away exiting axis.

On the other hand, if you moved the base wall, this reduces the attack vector of the allies since you can’t run straight towards the command post. EDIT: no wait there’s still the ladders at gate & tower :p.


(SteelRat) #14

Actually I moved the wall back again, it didn’t make sense moving it…
If all goes well I plan to released the tournament edition later today.

/SteelRat


(deej) #15

Great! One thing we also noticed is that the extra cover at allied spawn is needed since spawnkilling by axis is very easy there. I have been ‘fired-for-effect’ on, panzered on & grenaded one too many times out there. But the map definitely is great, look at what our poll says :wink:


(SteelRat) #16

I know, I have added some more cover at Allied spawn now and I think it is ok.
I also noticed that if you call in artillery on the fortress when you spawn at allied spawn you will take out most of the axis :wink:

U you can also use mortar behind the allied spawn then hit some easy targets on the fortress roof.

Nice poll :smiley:

Cheers,
SteelRat

Update: http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=8009