WIP dm_baseattack

Reveal what you have made so far and get feedback on development.

King of the Hill mode?

Yes
3
60%
No
2
40%
 
Total votes : 5

WIP dm_baseattack

Postby Guessmyname on Tue Mar 29, 2005 2:02 pm

For more info (and a currently out of date vmf) see this link: http://www.filefence.com/viewtopic.php?t=168.

As it says I just need to name it, make a readme and add spawns. And possibly a Team King of the Hill mode (instead of tdm).

I need feedback on name ideas and wether there should be a KotH mode.

When I host the updated vmf I'll need feedback on that too.

EDIT: the vmf is up now. King of the hill is in but I haven't tested it yet.

Thanks!
Last edited by Guessmyname on Tue Mar 29, 2005 2:52 pm, edited 1 time in total.
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Postby Guessmyname on Tue Mar 29, 2005 2:17 pm

Screens:

Image

Image

Image

Image
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Postby Murkrow on Tue Mar 29, 2005 2:27 pm

ooh man. i like it. ALOT :) nice brushwork

traps are pretty evil :twisted: :P
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Postby Guessmyname on Tue Mar 29, 2005 2:56 pm

Thanks! Did you spot the hidden stuff? I'm going to need someone to put this up on a test server because I'm on Tesco BRoadband and they don't let you host games - gits. Thats why King of the Hill isn't tested. Theoretically it should work but I have a sneaky feeling that the more of your team is on the hill, the faster the timer (a maths_counter actually) will go...

The Hill is in the main area - the room in screenshot 2

EDIT: I've sort of put this in the wrong forum. When I added it it was almost ready for a Beta release. Should have thought ahead I suppose.
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Postby seppe on Tue Mar 29, 2005 6:28 pm

sry but i dont like it, the map needs some nice lightning
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Postby upriser on Tue Mar 29, 2005 7:34 pm

The architecture seems pretty interesting, yet otherwise it looks like a hl1 map. The lighting and texturework are bland, in my opinion. Ultimately, there seems to be a good architectural foundation, but there is a lot more that can be done.
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Postby YokaI on Wed Mar 30, 2005 1:19 am

add some better lighting and i will be happy

The LIGHTING is hl1, but some of the brush wook looks source to me
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Postby Spartan on Wed Mar 30, 2005 1:35 am

The brush work is good but still a little to blocky. Try getting some curves in there. The texturing is horrible though. I also recommend doing an overhaul on your lighting. Other than that it could be a very fun map.
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Postby YokaI on Wed Mar 30, 2005 3:32 am

Spartan 34 wrote:The brush work is good but still a little to blocky. Try getting some curves in there. The texturing is horrible though. I also recommend doing an overhaul on your lighting. Other than that it could be a very fun map.


Noob question... what is overhaul? :lol:
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Postby slayera on Wed Mar 30, 2005 4:17 am

Ha ha. Next time you can use dictionary.com for stuff like that. But a overhaul is basically a rebuild. You hear the term alot when rebuilding car engines.
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Postby YokaI on Wed Mar 30, 2005 5:00 am

slayera wrote:Ha ha. Next time you can use dictionary.com for stuff like that. But a overhaul is basically a rebuild. You hear the term alot when rebuilding car engines.


x.x im an idiot.. gotta brush up on my vocab :lol: thanks
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Postby slayera on Wed Mar 30, 2005 5:33 am

I recommend you learn a new word a day and try to use it in a sentence, that helps. ...and the thread derails.... :smt069
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Postby Guessmyname on Wed Mar 30, 2005 1:16 pm

Does King of the Hill work by the way?

Things to do:
Retexturing
Mess with the architechture a bit
Fiddle with the lighting - Spotlights? (Stationary ones won't need dynamic lights remember)*
Make it bigger!
Make a HL2 CTF version?
Add more fun stuff**
Add 3D skybox and get a proper sky in instead of the beta-test black***, anyone know some good spacey ones? (Goes to check Wadfather)
Some rebalansing
Move the "Hill" to somewhere more appropriate
Move team spawns about ****
Write up readme
Think of a good name
Mess about with more secret areas - and try to make them less obvious!

Have I missed anything?


* Lighting ideas: Flares, non-broken lighting, dropped torches, fires, light sticks (sadly these will have to be stationary func_details - throwable light sticks throw up a load of problems - one: I'd have to use a white texture that doesn't give of light (Which is, incidentally, one from HL1) and I'd have to put dynamic_lights in. Psybox sticks would just cause way too much lag.
** a long corridor, but with a nearby room that has cameras to watch said corridor, and fill it with gas at the press of a button is one the ideas I had
*** The idea is that its a floating Space Station so the 3d skybox would contain:
A Flight Deck, The Rebel Ship, Some Combine Ships, some patrolling fighters (func_tracktrains)
**** Have the teams spawn in the docking areas of their respective ships?
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Postby upriser on Wed Mar 30, 2005 3:25 pm

I like your method of fixing; making a list. Good man. And yeah, that all looks like a great plan. Bring it back here when you've worked on it.
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Postby Guessmyname on Thu Mar 31, 2005 4:16 pm

Things done:

Retexturing
Mess with the architechture a bit
Fiddle with the lighting - Spotlights?
Move team spawns about ****

Pics in a moment or two
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