Headquarters

MaGicBush

L2: Junior Member
Jun 9, 2009
56
1

*Update June 29, 2009*


Changing the map to a CP map, and totally remaking it but will keep the same name. I have the layout drawn on paper as I came up with a better idea at work than the current layout/project. Basically Blu will be attacking Red's HQ which is situated on a mountain in the Rockies(Alpine setting outside), they must work their way into the headquarters and blow up a Nuclear device which Red was attempting to launch soon.

This map will be based mostly underground in a spy-tech setting.

Current to do for first Alpha:
-Layout all 3 areas for point captures(have one done now)
-Some texturing for navigation help
-All lighting still needs to be done
 
Last edited:

pitto

L3: Member
Feb 17, 2009
109
73
good work,
looks a bit big though
try using smaller grid sizes, and using models such as door frames as reference for size
 

Sebhael

L1: Registered
Jun 10, 2009
38
3
Looks like a nice general layout so far, but as Pitto mentioned, it's quite big and beastly looking.

So I would definitely scale it down a bit.
 

MaGicBush

L2: Junior Member
Jun 9, 2009
56
1
Thanks for the suggestion, was wondering why I needed so many lights. I will work on scaling it down.
 

MaGicBush

L2: Junior Member
Jun 9, 2009
56
1
Updated the screenshots with the resized map, halved the size(check original post). One quick question, I notice on other maps people adding in "Updates" with posts and a link to the first post. Is there a button to do this or are people just adding a link and some of the text from the original post?
 

Sebhael

L1: Registered
Jun 10, 2009
38
3
Much better - but my biggest question is how are you going to accommodate a bunch of this open area? Particularly pointing out the second screenshot.

Of course, if you actually have a plan for it - then disregard this statement :p
 

MaGicBush

L2: Junior Member
Jun 9, 2009
56
1
Aye I do, will add more of a "zig zag" pattern on the second screen shot. Bridges will have "rails" that kind of limit the snipers, more or less when I get to the details I will fix the openness of the map :).