cp_normandy beta

T

The Asylum

cp_normandy beta

A CP map based off of the D-Day Omaha Beach invasion.

Red is deployed at one end of the map from 3 boats, and must punch through a hazard-filled beach into Blu's fort to capture the point within

cpnbi9.jpg









INITIAL RELEASE INFO:

v1
-Landmines are present, 6 in all, one detonation per round. Marked by discolored ground
--Currently deal 50-100 damage
-Short low-lying barbwire fences scattered around
--deal 3 damage per 1/2 second of contact
 
Last edited by a moderator:

flam5

L1: Registered
Mar 29, 2008
31
0
Looks like you need to buildcubemaps and get rid of those pink and black checkers.
 
T

The Asylum

Sorry, I'm still kind of an idiot at this stuff. Buildcubemaps?
 
T

The Asylum

Right, had a playthru, and got a list of things to do for the next version:

- lern 2 displacements
- lern 2 cubemap
- slower cap time
- fix the HUD
- ???
- profit

Any other suggestions welcome ITT
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
the main blue building needs breaking up visually - at the moment it looks like square blocks placed next to each other - a little variation in height/width of the sections, adding further geometry to the outer walls to help break up the square monotony will go along way - and make it look more like a real base/building.

Also some variation in textures used will go a long way even on square/rectangular buildings to help break the level up visually.

As an example check out the large buildings on well / granary and look at some of the things valve uses to make those large squares look like real buildings- props / detail geometry / multiple textures.
 
T

The Asylum

the main blue building needs breaking up visually - at the moment it looks like square blocks placed next to each other - a little variation in height/width of the sections, adding further geometry to the outer walls to help break up the square monotony will go along way - and make it look more like a real base/building.

Also some variation in textures used will go a long way even on square/rectangular buildings to help break the level up visually.

As an example check out the large buildings on well / granary and look at some of the things valve uses to make those large squares look like real buildings- props / detail geometry / multiple textures.


Meh, that's probably my design history classes speaking. Modernism must have been a dull time to live in.
 

kimangroo

L3: Member
Mar 15, 2008
111
6
Ok, I thought I'd post my impressions after the short playtest on Warmecha's server.

Firstly looks like you got the basics of map making down and have the foundations for a nice map. It does seem to be in alpha rather than beta though but if you could make the map a reincarnation of the first 15 mins of Saving Private Ryan, it would be excellent. This is what I'd recommend to get it there:

1) The attackers spawn initially in landing craft with little or no cover (maybe even no resupply). They can get sniped on spawn and will get mown down at first by the defenders (just like in the film). However they have instant respawn and the first cp will be nearby on the beach and very easy to capture. You want this first bit to be really hectic. The defenders will have time to set up but little/no health, longer respawn times and no resuppy etc

2) Once the first cp is captured, it will open new, proper, hidden respawn points in the trenches in the beach for the attackers.

3) The attackers will then have to move up the beach with the minefields and barbedwire and capture the cp that you already have in your map. The beach will need more varied terrain, carefully placed craters and also exposed sections that the attackers have to cross.

4) As the attackers capture the cps, the defenders lose their foward spawn points.

5) The final cp is at the top of the building.

Basically what I'm envisaging is very similar to the Battlefield 1942 Omaha beach map. As there already is an Omaha Beach map out there you should probably check it out to make sure you not both doing exactly the same thing.

Doing all of this properly is going to take quite a lot of time but if you did this well I think you could have an excellent really hectic spammy (in a good way) kind of map.

Good luck!