[wip] Warbell (again new pics!)


(]UBC[ McNite) #1

Here we go… just wanted to post some screenies of the latest workby McNite & Kach–>… the new map will be named

Warbell

Its going to be a fast and fun map built for both SW and campaign.

Core facts:
2 stages, Axis attacking, 18 mins timelimit, spawntimes are 15/20, designed in slight favour for the attackers, constant 76 FPS everywhere, nighttime setting but bright enough for visibility of enemies, overall mapsize is a bit bigger than supplydepot2.

Playerloads:
from 3on3 (real tough) to 10on10 (a bit messy), does offer enough space for happy large-scale fraggin too. Very playable for 6on6.
The playtest we had with up to 18 players provided us with amazingly challenging and tough games and a captivating gameflow. The testers were playing it for 2 hours straight and still wanted to go on…

Environment:
medium open terrain with sufficient cover for the attackers, some nice caves, and 2 building areas (a guardhouse and an abbey).

First stage:

  • gain access to the Guardhouse (2 access routes: caves and terrain)
  • capture the flag or destroy the main gate (secures forward spawn)

Second stage:

  • get access to the Abbey (3 dynamitable entrances)
  • take an objective from the Guardhouse and deliver it in the Abbey
  • repair a bell mechanism in the Abbey
  • ring the bell (after you built it AND after you delivered the objective)
  • do the final 3 objectives (not gonna give them away yet)
  • optional: forward spawn at a neutral command post

And now some pics:

A main hall in the Abbey.

The main fighting area in the Guardhouse with teamdoor and capturable flag.

A view in the caves.

Another view in the caves.

View from the Guardhouse towards the command post area (2 houses in upper left corner).

View into the area right behind the Guardhouse (between first stage flag and command post area).


(P4nth3r) #2

Looking good

Greetz W2E


(Roeltje) #3

Nice caves dude! :smiley:


(DerSaidin) #4

Having played it during the testing, I agree its a promising map and looks great.


(nikita) #5

from the screens i can say that i really like it


(kamikazee) #6

Those screens look good!
1 sugestion though: you could try a dotproduct2 shader for the grass/rock texture outdoors if you have some spare time. It might make the grass blend better with the rock.


(DerSaidin) #7

Since he used it on his last map, I think thats planned for a later version kamikazee, when the shaping is finalized.


(]UBC[ McNite) #8

Actually in TheRiver II Redux I used the old fashioned alphamap technique with the terrain-common-tex and a .pcx exported from EasyGen. Its a great technique imo, but you can’t use it in a terrain with such steep rocks.
Right now there is no blend at all between the 2 textures used for the terrain.
The problem is, due to work I don’t really have spare time to start messing with the dotproduct2 shader stuff. However we d welcome a shader-pro to help us with that aspect (and 2-3 other special effects made from shaders). Since the terrain is split up into well sized func_groups, working on parts of them and exchanging them in the main map is easy.


(carnage) #9

id like to help with your shaders but i got no time realy at the moment. depending how much longer you map is in developmet i might be able to find some time somewhere along the line

although if your already compiling with the latest q3map2 then dot2product shader stuff isnt that much work and you would probably like the control you got over your map doing it yourslef than leaving it to another person

textures/Carnagecliffs/phongcliff
{

qer_editorimage textures/carnagecliffs/phongcliff.tga

q3map_nonplanar
q3map_shadeangle 70

{
map textures/terrain/cliff_m05dcon.tga // Primary texture
rgbGen identity

}

{
map textures/terrain/grass_dm01.tga // Secondary
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
alphaGen vertex
}

{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}

this was not the final shader but i cant find it at the moment ither

// q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
q3map_alphaMod dotproduct2 ( 0.0 0.0 0.75 )

put one of these commands in each pass of the shader (cant remebr the values) and it will make one texture great for relativley flat surfaces and the other great for steep cliff so you dont get horid strech


(Floris) #10

Nice looking map mate, looks very good.


(die die) #11

looking good so far:) keep up the good work


(Northerner) #12

screenies look great!

cant wait to play that map!


(blinded) #13

This looks like an awesome map, hopefully I am able to play it soon!


(Jaquboss) #14

hmm interiors look great
but ourdoors are pretty generic
perhaps some fog/foliage or maybe sky+cloudshadows
and would be nice if you could somewhat blend the river with the banks


(Flippy) #15

damn the caves look great!
how do you make that?! just vertex editing??? i tried that 5 times before and it just isnt working good enough :disgust: many times when i move a vertex the vertex itself moves but the brush doesnt :S and i get a disconnected vertex… and all my brushes dont align etc… :moo:


(nUllSkillZ) #16

sock’s articles @ simland


(]UBC[ McNite) #17

@ Jaqueboss: sky is to come, and blending (if at all) too; fog/foliage eats FPS so they might be put in, probably not… after all, FPS is king (i think EB said that sometime) and I prefer constant 76 FPS over looks acchieved by tons of foliage and fog and stuff.

@ Flippy: The caves are completely done with vertex-editing, although on a pretty creative level :smiley: Nullskillz is wrong there, sry, I had a look at sock’s article but found his way takes too long. I m just happily cutting and vertex editing.
About the aligning: be sure you have snap-to-grid, work with grid4 or grid8, and always freeze the 2 dimensions you dont need (so if u move the vertexes in X-direction, freeze Y and Z); and when you cut into vertexes make sure the corners of the vertexes are exactly on grid as well; and use brushcleanup a lot.

Here come 3 more new pics:

The main entrance hall of the Guardhouse where the gate has to be blown up (gate is in the back of the viewer).

View at the front of the Guardhouse (I m not entirely happy with the looks yet… eyecandy missing somehow).

View from the dungeon/storage rooms of the Guardhouse to the caves.


(DerSaidin) #18

Missing the alpha blend.

Which I’ve volunteered to provide :slight_smile:


(]UBC[ McNite) #19

Sounds cool Der’Saidin :smiley: now we are only missing a modeller for 2 custom models (hint hint).

Here comes a pic with the brand new sky:

Its basically a modifyed gr sky shader with custom texture for the moon, but what I wonder is: the fastsky is very dark and I have no clue yet where the fastsky gets its color code from. The 6 pics for the sky are the dark blue I had before, and there s no color code in the whole shader that could give u such a dark sky.


(iwound) #20

Looking nice McNite, first time i’v seen those castle sections, great detail and good balance of passage ways and height.
You know me i just luv castle’s.Look forward to a run around.