Zinkenite

CP Zinkenite B3a

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Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Thanks for that, some of the draw distances are in need of adjustment, but that's a pretty important one.
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Definitely looking forward to the other stages after playing it tonight. Went over pretty well.

Few things came up:

-The aformentioned sniper sight-line.
-B's fairly rough to cap if they've got sentries up back behind the B point. They actually failed to take it one round, and the one the attacker's won they only had a minute or so left on the clock.
-A tiny bit of signage wouldn't hurt. Maybe if A's sign was moved a hair to the right so you can see it on approach.
 
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Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
I have taken a good break from thinking about and working on zig. Mostly by playing terarria. I'm ready though to continue with stage 2 (b). I'll post some pictures here of the stage in development where I left off, but I understand things will change here and there before being ready for testing:


layout_sb_01_wip.jpg

layout_sb_02_wip.jpg
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
Yanno, it just occured to me... but what happened to the vines you had at one point?

Kep
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
They were bad and not suited for use in a game environment. If I ever have vines, I'll probably hand make them.

Kep
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
suggested_changes.png
Also fuck you, 23 pages for a single stage.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
3) Break up the sight line a little bit. I think a fence or two in the picture below would really improve the flow. Block the direct line of sight into spawn with a fence. This doesn't actually cripple defense, instead it gives soldiers and demos a nice ledge to dance around on .
zig3.jpg

Went back and looked through your earlier pics, looks like i'm not the only one who suggested you place cover here.

detail_pass_008.jpg


Why are these bad, they seem to be breaking up your big grey walls pretty well.

detail_pass_021b.jpg


One of the things that i found curious is that this always seemed like a mine or quarry to me, the caves themselves appear carved out, so the stalagmites/tites seem nonesesical if this was man made. If it's a natural cave you generally don't see trusses supporting the cave. The contrast of mines vs caves is jarring.

The second image pair you have on your OP seems the more natural, a natural cave with natural geological formations boken into by a mine passageway; Except stalagmites continue to litter the rest of the caves as well (in the player space) that seem more man made because of the trusses and less eroded, square shape of the tunnels.

The reason for the image paintover i uploaded was because i've visited similar caves like this in Wales, including but not limited to "Dan-yr-Ogof".

http://www.gower-view.co.uk/dan yr ogof.jpg-for-web-normal.jpg
http://www.showcaves.co.uk/Images/cathedralcave.jpg
http://farm5.static.flickr.com/4074/4942692427_ec442a4af9.jpg
http://www.t-bones.co.uk/wp-content/uploads/2011/03/IMG_3715.jpg
http://www.4winmobile.com/tg/Xda_Ignito/IMAGE_026.jpg

None of these locations have trusses, caves like this can support themselves so i feel you need to define what's been quarried out and what's a natural cave and keep the trusses to one location and stalagtites/mites to the others (whilst nothing is preventing you from sticking your unique rocks in both areas).

I also marked out a path because the ground blend seems almost entirely the logical response to breaking the color monotony at displacement seems, whilst not entirely adhering to the notion that paths/foot erosion get marked out by people traffic, i feel some of your ground blends within the cave are not totally realistic in execution but the direct response to color theory. This feels less of an issue for man made tunnels as the geology is different (you get more rubble, as seen in mine based scenario's like dustbowl/goldrush). Unless you had some crates or man made objects that would demonstrate an area getting used by people, some of the ground blends seem off.
 
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Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
The ivy is bad because it seems to be defying the laws of physics.
 

Rotab

L1: Registered
Apr 18, 2008
20
8
This rock fades too quickly. Pretty abusive as a sniper since you can see through it when youre not zoomed in. :p
cp_zig_stage_a_180002.png


Also, fps is pretty poor :(
 

Okrag

Wall Staples
aa
Jun 10, 2009
1,029
655
Yeah the ivy looks more like it is growing up against the cliffside then growing up on the cliffside.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
It's just the way the generator works. You can set the amount of gravity, the strength of the growth, size, growth chaos, etc. It was really picky to use and the results were still good--but not for game environments.

Just a note on materials, there's been some talk about how big zig is, so I wanted to just fill in the gaps:

Model files: 15.9 mb
Model Textures: 13.3 mb
World Textures: 13 mb

Total: 42.2 mb of custom materials.
 
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