WiP in WiP, post your screenshots!

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
SZI90.png


My idea for an A/D ~ Push map that has 3CPs. 3 Stages as you can see, with 2 linked CPs. I linked them mostly due to technical reasons and it shouldn't play much different without it being linked. I'm shooting for asymmetrical in my design, and I plan to use the maritime theme when the time arises to detail (I'm gonna work my ass off to get to that point). When it gets down to it, if I can't make it balanced for both teams to my liking than I'll simply have to mirror every stages layout.. I'll try my best to not have to resort to that.

In a way this is similar to TC but vastly less complicated and even if you're on the losing team you still have a chance to retaliate and win. Albeit you'll have to win 3 times in a row to actually "win" if you were pushed back to your lose stage.

Some reference pictures I'll be using for my architecture
- http://i.imgur.com/pENi6.jpg
- http://i.imgur.com/ttWqe.jpg
- http://festivaresorts.files.wordpress.com/2010/08/ncmm.jpg
- http://i.imgur.com/R31zN.jpg
- http://i.imgur.com/oUep5.jpg

Keep in mind this isn't gonna be that old of architecture, think coastal cities with stone buildings.

Questions? Comments? Hate mail?
 

GenEn

L1: Registered
Jul 16, 2010
46
54
I like that theme, I hope this map gets to the detail stage quickly.

If there are 3 CP's per stage, say red team was pushed back to their final base/stage and successfully defended. So in the next round, in the central/rural area, would the center point be neutral again and both teams are on even ground? If that's the case, the only problem I could imagine is that if the final points were too easy to defend, it would get very repetitive playing on that central stage over and over again. But who am I to comment on balancing...

Point: Love the theme, like the game mode, please make.
 

venguard

L1: Registered
Mar 31, 2008
22
3
Working on a new 5 point CP map, tested it out with some BOTs last night, loads of things to fix up. but some Screenshots

last point:
E397D253C06EAFEEA56DD8B3008173B23F550F2E


Second point:
6F0D4DECCDFD99C503F3C5CEF6F1D2D8B2C53223


Mid Point:
04C9F285ABEA7BAF7B368F7D677A23BB7B36EA94


TopDown:
648F5461E891A7111E225A48CDB8B9483BCF6266
 

3Dnj

Ducks
aa
Dec 21, 2008
288
638
SZI90.png


My idea for an A/D ~ Push map that has 3CPs. 3 Stages as you can see, with 2 linked CPs. I linked them mostly due to technical reasons and it shouldn't play much different without it being linked. I'm shooting for asymmetrical in my design, and I plan to use the maritime theme when the time arises to detail (I'm gonna work my ass off to get to that point). When it gets down to it, if I can't make it balanced for both teams to my liking than I'll simply have to mirror every stages layout.. I'll try my best to not have to resort to that.

In a way this is similar to TC but vastly less complicated and even if you're on the losing team you still have a chance to retaliate and win. Albeit you'll have to win 3 times in a row to actually "win" if you were pushed back to your lose stage.

Some reference pictures I'll be using for my architecture
- http://i.imgur.com/pENi6.jpg
- http://i.imgur.com/ttWqe.jpg
- http://festivaresorts.files.wordpress.com/2010/08/ncmm.jpg
- http://i.imgur.com/R31zN.jpg
- http://i.imgur.com/oUep5.jpg

Keep in mind this isn't gonna be that old of architecture, think coastal cities with stone buildings.

Questions? Comments? Hate mail?

I was just thinking about a tc map with this system (and maritime theme, ho you !). For me it's still a tc but mooore simple than hydro :) I think it's a good idea.
 
Oct 6, 2008
1,949
446
Gold Heist Canyon - Update

Hi,

Have been working hard on this and it's almost done - soon as I get some bugs out.

Have created a series of walk throughs for you - let me know what you think

Stage 1

http://www.flickr.com/photos/44311224@N06/5820046144/in/set-72157626808845483/

Stage 2

http://www.flickr.com/photos/44311224@N06/5819498733/in/set-72157626808863041/

Stage 3

http://www.flickr.com/photos/44311224@N06/5820076304/in/set-72157626808870705/

Stage 4

http://www.flickr.com/photos/44311224@N06/5820082470/in/set-72157626933437956/
 

TheKieranator

L6: Sharp Member
Mar 6, 2011
282
213
Refining and improving my 72Hrs Map:

Let there be light! (To quote the dumbest moron who ever lived, quoting God)
2011-07-10_00001.jpg


Let there also be starting gates!
2011-07-10_00002.jpg


Let there also be an attempt to convey that you can't leave the arena!
2011-07-10_00003.jpg

2011-07-10_00004.jpg

2011-07-10_00005.jpg

Thoughts and comments welcome*!



*and wanted
 
Last edited:

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
I like it. I liked playing it a bit too.

But what your one issues was, was rocket jumpers/sticky jumpers could basically get all the way across the arena during countdown.

My suggestion is to at least have the front door be closed during count down, then when the round starts, have it open.
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
Yes!
Edit: Wilson lied :<
Edit#2: I have a special rank :D
 
Last edited:

TheKieranator

L6: Sharp Member
Mar 6, 2011
282
213
I like it. I liked playing it a bit too.

But what your one issues was, was rocket jumpers/sticky jumpers could basically get all the way across the arena during countdown.

My suggestion is to at least have the front door be closed during count down, then when the round starts, have it open.

Sorry, I should really have mentioned that the gate DOES start down, and opens up at the end of the countdown.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
I would rather spend my WiP thread posts on actual WiP things.

Kierenator: I can't say that I've ever seen anyone use the upper areas, except for the last two players alive chasing each other endlessly. I'd say make them more accessible or remove them/block them off.