{[WIP]} - My Map Without A Name


(EterneX) #1

My Map Currently Does Not Have A Name Yet.

Allies Objectives:
1- Claim The Storage Dock Spawn.
2- Get The Hostage To The Truck.
3- Steal The Truck.
4- Dynomite The Gate.

Axis Objectives:
1- Defend The Storage Dock Spawn.
2- Make Sure The Hostage Doesn’t Get Rescued.
3- Make Sure The Allies Dont Steal The Truck.
4- Protect The Gate.

Here Are Some Very Screens, Note That This Map Is At A Early Stage In These Screens. I Will Post Updates On New Things I Do.

This Is A Picture Of The Allied Spawn, I Still Need To Add Alot Of Stuff To This Room

This Is A Pic Of The Courtyard Will Be Adding Some Trees And Plants To The Planter

This Is The Storage Dock Where The Flag Will Be

This Is the Main Route To The Storage Dock

This Is Right Outside The Allies Spawn Point

Other Side Of Courtyard

This Area Needs The Most Work So It May Look Way Different In Later Screens

This Is Where The Truck Will Spawn At

So That Is What I Am Currently Working On So Some C&C Would Be Greatly Appreciated.

Also I Will Post Updates As Soon As I Do Something Worth Takeing A Screen Of

Thanks Eddie


(RToiletman) #2

Don’t forget to add textures :eek:


(kamikazee) #3

I bet he won’t forget…
Compile this and you’re whole map is invisible. :smiley:


(D3C0Y) #4

could be fun :D, just texture the floor and skybox and let the players sort out the map ingame :wink:


(EterneX) #5

I know to texture it, I said it was work in progress(from the beggining).

And I know it will be invisible

Jeez

Not very helpful but i guess thats ok


(Shaderman) #6

Sorry, but what did you expect? I’m afraid there’s not much to say about a caulked shape if you not even present exciting brushwork :slight_smile: Either present some textured parts of your map or add some information about the layout relating to the gameplay to start some discussion or get suggestions. I think my words may sound harsh which isn’t my purpose though :wink:


(Schaffer) #7

I guess adding a few comments, since you have such nice caulk there, like this is a day or night map and it the environment is warehouse, rail yard, stalag, occupied town, etc… and even a rough location (eg France, Germany, somewhere in Northern Africa, etc…) You are hoping that people will comment on your screenshots but all you have given is architectural views but we have no real idea of what we are looking at so it’s almost impossible to comment. Ok textures would make things easier but comments to say what.

In the first shot of the allied spawn it looks like there are three windows (not doors) in a large empty room. You make comment that you will fill stuff in but there is nothing to see. Yep, there is a room for the allies to spawn.

The only interesting thing to comment on is the use of hostages. Is this for ET, ETF, TCE, CS or CS:S. I would like to know how you intend to do the hostages and what will represent these. That would be interesting. You could probably make it more realistic by making them scientists used in the design of the V1 or V2 rockets or from Germany’s attempt to build an atomic bomb. These sort of things would make the map more interesting to me but would also help tie in the environment and setting quite well.

Well, I guess you have some comments now.


(kamikazee) #8

I was just replying on RToiletman’s post, I have nothing against caulk-building but there’s not that much to comment on… Especially the screenshot before the last one is some piece of a puzzle whereas I have no clue to place it.

And Schaffer has a good point, some more info would be nice. :slight_smile:


(Loffy) #9

have you made the smaller brushes (ladders etc) into so called detailed brush?
Looks promising. Keep on mapping!
//L.


(carnage) #10

strange that you have made such small detail as ladders in parts then in other have very basic shaped parts

also i would gess that you caulk is 8 units thick, for a hull this will prop cause havock with weather, lighting, explosion damage detection etc

perhaps if you have some map concept to show we can coment on how well we see your block out going but realy its imposible to realy say much consructive


(EB) #11

I am thinking that he is feeling an accomplishment of “skill building” and he needed to tell someone. ( I could be wrong )
…if you need help with portals…let me know.


(Pytox) #12

Hmm well, it looks quite good but it should be more clear with textures on :slight_smile:
btw: offtopic: eb how’s ur mario map? :stuck_out_tongue:


(EB) #13

I will have more time to work on it soon. Life has just been so busy with the U.S.-holidays.
Sorry to keep you waiting buddy. :stuck_out_tongue:


(Ifurita) #14

looks nice, but there really isn’t much to say other than, “looking forward to more updates”. I’m personally not a big fan of building in 100% caulk, since I like to run around my maps in the very early stages to check out proportions and flow. Hard to do when everything is transparent


(EterneX) #15

No its not that EB Im just trying to get some motivation to work on the map more often then I do, oh and have a drawing of the map I will have to scan it in and show you, so you have more of an idea of the layout of the map.

Sorry I didnt give more info.

Thanks


(Pytox) #16

Yes, that should be better :slight_smile: because now u don’t got any good view of what to do :stuck_out_tongue:


(Ifurita) #17

No its not that EB Im just trying to get some motivation to work on the map more often then I do, oh and have a drawing of the map I will have to scan it in and show you, so you have more of an idea of the layout of the map.

To each his own, but I get a lot of motivation from running around my maps and seeing the progress I’m making. That’s one of the reasons I compile often and early in the mapping stage. In fact, I’ll often build all of my objectives in a little test box first, to make sure my objectives will work, then I have a nice little prefab I can import into my map any time I want.


(EterneX) #18

Okay well here is the scanned copy of my map idea.


(Ifurita) #19

How large is the map, in units. Any idea how you’re going to make the hostage escort work? You might want to annotate the sketch above with reference letters/numbers and associate your previous screenshots so that people can put screenies into context with the overall map flow. A couple of arrows, etc showing general paths, spawns, flags, and objectives would be really cool too. That way people can look at the sketch and get an idea of how the map will flow.


(EterneX) #20

Well here is a update so far, I know its not much but im still working on it.

So yeah thats it, so if you could give some C&C if possible

Thanks Eddie