Awesome.![]()
Awesome.![]()
Fine, only because I haven't updated in a while, not because I give in to beggars. :P
After the last playtest, Con and I sat down for 3 hours andargueddebated over certain elements of the map that were either not working for gameplay, were destroying gameplay, or just downright sucked. As a result, I took a few weeks to massively revamp sections of the map to try to put gameplay more in line with what it needed to be. A short, and not necessarily comprehensive list of changes is as follows:
- Removed the tunnels/landbridge teleporters as well as the tunnels themselves- they were a useless gameplay path, and nobody ever used it- the few who did got lost and couldn't find their way back.
- Completely redesigned the rear of the bases- now much closer to the base entrance, and featuring a delayed teleporter: Players come in, drop down to the flag, and cannot get back to the teleporter unless they run all the way around the walkways on the sides of the base. This fixes the "grab the flag and escape" problem, and it also puts escaping players directly in conflict with home defenders.
- The broken bridge now sags realistically as it goes toward the broken middle section- Con's idea- a nice touch, subtle, but not over the top
- The old "credits tower" has been removed, and instead there is a credits room located where the energy beam emerges from the control room tunnels. To get there one must take a banshee, and time it right so as to reach the entrance before the next beam kills you. Makes it sort of fun to get there, and once you're there, if your banshee respawns, it effectively removes you from gameplay, preventing Yoyorast style secret room hunts.
- The rear-most center tunnel behind the control room has been removed. Now players driving/flying through the tunnels must pass via the control room, not only making that room far more important, but putting them at risk of being shot with whoever is controlling the spartan laser. Now the control room is a viable option for stopping an enemy on vehicle from getting far with the flag. Before, enemies could bypass the control room completely via the rear tunnel.
- The spartan laser HUD has been fixed, thanks to chrisk123999. However, the flag/vehicle glitch is still present and a major issue.
Custom lightmaps continue to be prepped. Very soon I hope to run some render tests and see if I can get something ingame. For now, however, here are a few lighting test renders to tide you over:
Adding in the hologram lights
Blue base flag test render
And red base as it looks now, with Con's suggestions and the current custom lighting. The more precise shadows make every little bsp error show up, so ignore the weird shadows that pop up in places. I'll fix them eventually.
Now back to lighting work.
must spread rep ><
Looking great, hopefully we can get a gamenight on once this is done :o
Thanks, and I'd love to have a gamenight or three. Main issue is that I can't play online until I get back to school in September. So, assuming I finish this thing long before then, we might have to have 2- one at release, and one when I can actually join in. :P Or I could just wait to release it until I can play it. :evil:
I'm in. Your lighting looks great. And if we do a gamenight why not throw in my old map pack that we were supposed to gamenight on as well? I've been meaning to make a thread about it...
Last edited by Inferno; June 22nd, 2010 at 11:52 AM.
I'll go for a gamenight. I have yet to play Inferno's maps on any (decent) server, and I'd love to try Precipice.
Yes yes very very gamenight want!!
Fucking do it. Use the modacity server too. If that still works.
e/ and give me Rcon so I can rotate the maps.
There are currently 4 users browsing this thread. (0 members and 4 guests)
Bookmarks