- May 11, 2009
- 248
- 65
This is cp_activate_a3a, it's an experiment in things. There's going to eventually be models of pretty stuff anywhere that dev textures exist and other stuff.
It's all very alpha phase.
Lots of the textures are terrible and misaligned because I can't make up my mind on textures. I personally think the layout is good? Yes? Please?
It's part 1 of a 3 part A/D map.
The 4th picture is an old one and I can't figure out how to delete it.
Everything past here was before 12-15-2010.
I'll just leave this here.
CP_Activate is currently a gorge-style map, unless I can convince myself to work on the rest of it. Layout of the first two stages has been completed in the past couple of years.
What exists as of 9/16/10 is a semi-detailed A2 of the first part of it.
Also, I realize that the screenshots above are not high quality ones.
Credits:
Yarr! Phill (AKA PC?) for help destroying sentries on top of the train.
ABS: Ultimate Mapper's Resource.
Zetx: Private test server!
CTF_Activate, for the contest. Should I include [Contest Entry] to the title?
Anyway, this is completely WIP, but I thought I should try making a thread for it and hopefully that would encourage me to finish more work on it. Also, two people joined while I was testing and I really don't want someone to steal my layout =(
Will include more information as I figure these things out. Hoping to have A1 ready by next week's gameday.
Updates:
-July 14, 2009: Finally completed blocking out and making sure stage 1 functions properly. Hoping to submit to Friday's gameday, or any of them, really.
-July 14, 2009: Fixed a lot of things we noticed the other day, including too much health and ammo. Added additional signs and expanded to add an extra set of stairs that should get used a lot..?
This is still only stage 1.
Todo list:
-Fix the sun and the skybox, align these.
-More, better, lit screenshots.
-Fix that prop light that collides with the wall of film reels.
-Fix train to show train death and destroy buildings.
-Figure out how to make CP2 more interesting.
-Make brush doors into prop doors/detail areas.
-Generally make doors have DO NOT ENTER signs.
-Change respawn times for teams so it makes a lot more sense.
-Move a set of stairs into the room between CP1 and outside.
-Additional signs so people know ALL of the possible routes they can take!
-Add a sign for CP1 and generally make it more visible.
-CP 1 needs a better window and not a skybox directly outside it.
-CP 2, experiment with putting it directly where the canyons are. (-Make the room that Icarus was building in smaller. Right now it's huge.) <- Only if this doesn't work.
-Retime stage 1 and make sure that Red's walk time isn't much longer/shorter than it is now.
-Stages 2 and 3.
-Detail! Perhaps a Well theme?
Thank you list:
Oh so many?
A Boojum Snark for the prop library, the prefab and soundscape pack, and organizing gamedays.
Youme for the A/D CTF prefab.
Ravidge for Lighting Library Lite for supplying alpha version's lighting.
Icarus for randomly running through A2 and giving some helpful thoughts and generally fooling around.
Acegikmo for the Environment Gallery, even though I've basically failed at implementing it thus far. (My sun is in the wrong spot)
Neat.
Please note this is still being worked on.
It's all very alpha phase.
Lots of the textures are terrible and misaligned because I can't make up my mind on textures. I personally think the layout is good? Yes? Please?
It's part 1 of a 3 part A/D map.
The 4th picture is an old one and I can't figure out how to delete it.
Everything past here was before 12-15-2010.
I'll just leave this here.
CP_Activate is currently a gorge-style map, unless I can convince myself to work on the rest of it. Layout of the first two stages has been completed in the past couple of years.
What exists as of 9/16/10 is a semi-detailed A2 of the first part of it.
Also, I realize that the screenshots above are not high quality ones.
Credits:
Yarr! Phill (AKA PC?) for help destroying sentries on top of the train.
ABS: Ultimate Mapper's Resource.
Zetx: Private test server!
CTF_Activate, for the contest. Should I include [Contest Entry] to the title?
Anyway, this is completely WIP, but I thought I should try making a thread for it and hopefully that would encourage me to finish more work on it. Also, two people joined while I was testing and I really don't want someone to steal my layout =(
Will include more information as I figure these things out. Hoping to have A1 ready by next week's gameday.
Updates:
-July 14, 2009: Finally completed blocking out and making sure stage 1 functions properly. Hoping to submit to Friday's gameday, or any of them, really.
-July 14, 2009: Fixed a lot of things we noticed the other day, including too much health and ammo. Added additional signs and expanded to add an extra set of stairs that should get used a lot..?
This is still only stage 1.
Todo list:
-Fix the sun and the skybox, align these.
-More, better, lit screenshots.
-Fix that prop light that collides with the wall of film reels.
-Fix train to show train death and destroy buildings.
-Figure out how to make CP2 more interesting.
-Make brush doors into prop doors/detail areas.
-Generally make doors have DO NOT ENTER signs.
-Change respawn times for teams so it makes a lot more sense.
-Move a set of stairs into the room between CP1 and outside.
-Additional signs so people know ALL of the possible routes they can take!
-Add a sign for CP1 and generally make it more visible.
-CP 1 needs a better window and not a skybox directly outside it.
-CP 2, experiment with putting it directly where the canyons are. (-Make the room that Icarus was building in smaller. Right now it's huge.) <- Only if this doesn't work.
-Retime stage 1 and make sure that Red's walk time isn't much longer/shorter than it is now.
-Stages 2 and 3.
-Detail! Perhaps a Well theme?
Thank you list:
Oh so many?
A Boojum Snark for the prop library, the prefab and soundscape pack, and organizing gamedays.
Youme for the A/D CTF prefab.
Ravidge for Lighting Library Lite for supplying alpha version's lighting.
Icarus for randomly running through A2 and giving some helpful thoughts and generally fooling around.
Acegikmo for the Environment Gallery, even though I've basically failed at implementing it thus far. (My sun is in the wrong spot)
Neat.
Please note this is still being worked on.
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