agenda

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
pre alpha images of my second entry: ctf_agenda

should have it playable before the end of the week.

setting is a base in an alpine environment, with a large spytechy controlroom area inside the central dome. beyond that i've not really thought out the back story.
 

honorum646

L6: Sharp Member
Oct 9, 2009
335
67
It's really hard to tell anything apart with the full bright. Maybe add some lights and compile for some distinguishable screenies?

Edit: Gameplay mode? It seems to be one flag invade or something, with that centre.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
That intel room looks like a mess of crisscrossing paths and staircases. Simplify!
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
It's really hard to tell anything apart with the full bright. Maybe add some lights and compile for some distinguishable screenies?

Edit: Gameplay mode? It seems to be one flag invade or something, with that centre.
fair enough. it's actually hammer shots (i've not actually sealed the level yet) - i'll do a quick texture and lighting pass later this week.
gamemode: i'm sticking to standard CTF for any/all maps i submit to this contest, as i see invade style as encouraging camping the base too much. it might work with appropriate dynamic spawn times (similar to KOTH gamemode), but one of the criteria that was recommended is to keep spawn times low and i don't think there's enough variance allowable in that to support invade style gameplay.
i did consider doing another capture-the-present, but i'll probably not get around to it. (i really need to think up a better name for that mode... hmm maybe "scavenger hunt"...)

Now THAT is some trippy vertical gameplay.
meant as a compliment?


That intel room looks like a mess of crisscrossing paths and staircases. Simplify!

say what?
the intel room is the 3rd pic not the 2nd one.

intel has 3 entrances. though technically 2. - you can drop down form the computer room balcony above, or use the doors.
the stuff on the far left of the image is behind glass so it's inconsequential to the intel room.

the 2nd image is the "main foyer" of the base (i.e. where most paths converge to)
i'm looking at it now, but i really can't see what you're getting at about it being to complicated.



one thing that i do worry about though is if i should remove the access to the outside areas above the bases - it'd be necesary to have these areas in a pubber game for the alternate route options and connectivity to the upper level of the dome, but in 6v6 it probably will mean there's too much distance between players.
i'd love it if there was an entity that could track how many players are on both teams. that way i could lock down access to the upper levels until there were say 9v9 players. - instead i'm considering having the upper levels locked down for the 1st 10 minutes of playtime. - when they open up they'd be accompanied by a visual and audio cue (in the form of words on the screen, and some appropriate soundbite)
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
He means the first ss.

well thats no flag room either. it's the centre area (look at screenshot 4 and you'll see it inside the dome)