[WIP] Ctf_Cruise

BurninWater

L1: Registered
Mar 11, 2008
27
0
How can i get a scrolling skybox like convoy does? Is there any tuts out there that handle that?

And man, if only i could model and make textures, i suppose i could give it a try though. Theres alot of things that would be much better with custom stuff.


i know it can be done by making the textures scroll giving the graphical illusion the boat is moving, i think the command for in the vmt was texturescrollrate X.X but not 100% sure
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
just spent 10 minutes having look round - easy to navigate apart from it took me a while to find the intel room - i was actually expecting the intel to be on the main deck at the end of each base, then i got carried away admiring the water :D

the mass of oil barrels are they placeholders? i noticed a couple of routes to the intel are blocked by them.

Major ammo pack right next to the flag - engineers wet dream, i'd suggest making him have to work a little harder if he intends to set up a sentry in the flag room.

Same with the middle the major pack might be too much, scout grabs intel picks up major pack at flag , picks up major pack in middle and then caps :D

the rooms with the rocket/radar- did you intend players to get inside here at all and use the small corridor because right now you cant.

The map is looking really good so far, my personal opinion though would be to try and make it more cruise ship like on the internals, i understand why you have the rocket and radar thing hidden inside the bases but atm it looked kinda wierd. certainly dont over do the wooden textures - the floors can get away with it , but i think the vertical walls should maybe just be colour themed towards red and blue.

The options for the internals of the map are almost limitless since a cruise ship has pretty much everything on board, if you could squeeze a swimming pool in there it gives you a gameplay option for extinguishing pyro flames (although there is plenty of water off the sides :D), and have you had any thoughts for the middle area?

Honestly i'm mighty impressed with the brush work, its really clean and flowing now, biggest stumbling block now would be to make it look like a cruise ship with the limited textures/models at our disposal.
 

Narkissus

L5: Dapper Member
Jan 22, 2008
228
9
just spent 10 minutes having look round - easy to navigate apart from it took me a while to find the intel room - i was actually expecting the intel to be on the main deck at the end of each base, then i got carried away admiring the water
It was originally on the deck, but then i realized that perhaps that would be too easy to get to, so i went how i have it now.

the mass of oil barrels are they placeholders? i noticed a couple of routes to the intel are blocked by them.
yeah just placeholder atm, they do block some paths to the intel from the underneath, but i felt that it would be too easy to cap if those ways were open. So i did that.

the rooms with the rocket/radar- did you intend players to get inside here at all and use the small corridor because right now you cant.
No, i didnt want them going across through there.

...and have you had any thoughts for the middle area?
Yeah, Ive been thinking alot about the middle area, and the only way to be able to add anything, like a swimming pool, would be to make it longer, should i do that? I wanted those stairs in there so i dont think there is room right now.

Thanks for the post, ill probably get rid of those ammo/healthpacks you talked about, i thought they would be too much when i put them in. And yeah, im gonna try my hand at texturing i guess because there isnt much i can use right now texture wise.. Oh did you notice the island scrolling by at all?
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
yeah i can see the islands - but there totally white atm - they do scroll though slowly :)
 

poopster101

L4: Comfortable Member
Jan 28, 2008
155
5
on that middle area
i think that wood texture is not fitting, being that it is a cruise ship, not a pirate ship
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
Take care with the pool, having more than 1 water brushes can cause problems on your map. Be sure you can't see the sea from the swiming pool room.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
If you have more than one expencive water plane (note: plane not brush, so thats expencive water at two different heights) it will only render one of them properly

However, that only happens if the two planes are in the same PVS (potential visibility set)
some carefull positioning of walls, hints and area portals can ensure that the two planes are never potentially visible at the same time

The other alternative is to use a cheap water texture for one and an expencive water texture for the other
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
i felt a way to get out of the middle area - swimming pool room would help - i was using the hud radar to retrieve the int dropped mid level - i got inside the middle and then saw it through the windows :D - that meant a big trek back - it would also give you more options to flank, for instance 8 stickies on the int - its a big run to try something else to get to him.

the under ground routes i never used apart from when i saw someone else using them - i dont think they added much to the gameplay, either i went left /middle right down the main walkways,

the resupplies being downstairs are a pain when you want to hop quickly inside to refill - instead its an annoying trek downstairs to reach them, i would place them closer to the doors if possible,

i still think the int would be better placed on the main deck, the most annoying sentry spots seem to be outside anyway, flag room ones are fairly easy to clear as a demo - the ones outside near the resupplies are a pain :D

honestly i would be overly worried about simplfying the layout, with the middle section split up as it is there plenty of options on offence - i never felt i needed to take to lower route, maybe other classes appreciate them more ?
 

Narkissus

L5: Dapper Member
Jan 22, 2008
228
9
i noticed that no one really used those lower areas too, other then spies i guess, i used them sometimes to flank, other then that i dont know.

I dont really know what to do with the bottom now, seeing as how no one really used it. maybe if i freed it up and made it so the bottom is a route to the intel,, but im afraid that might make getting the flag too easy. i could take it out though.

Im going to add a door in the swimming pool area definately, see how that goes.

I guess i could took out all lower areas and place the int on the deck, but im not sure about it, some other feedback from people would be helpful.
 

Buddikaman

L3: Member
Dec 31, 2007
107
11
re

I liked this map overall, the setting and theme alone are original enough and the layout didnt seem to bad either.

I didnt explore the whole map but found the basic on deck floor pretty fun actually. Some areas felt a little cramped up, but that could just be me.

Overall a great start, keep working on the layout!

-Buddikaman-
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
I've get information about the 2 water brushes. You can fix them from not crashing by puting a water_lod_control on the surface.
 

ChronoTriggerFan

L420: High Member
Feb 3, 2008
434
73
Looks like a solid map so far. the brush work is FANTASTIC, but as others have said, some models could be used instead of brushwork. The rocket area right outside the spawn is confusing, as I first thought you could go through there, so maybe put like a little bar across it or something so players don't think they can jump through there.
 

Narkissus

L5: Dapper Member
Jan 22, 2008
228
9
What do you guys think of this? I think forcing people to go into the middle area may make for better gameplay.
Still not sure what to do about the underground area or intels yet though.
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
no feedback today but i found this image which might be of some use for the pool room :D