Wildmire

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Lazy Eskimo

L2: Junior Member
May 17, 2009
74
11
Needs space between points. Players don't have enough to time to respawn when other side kills them, gets point and moves onto next point.
 

Lazy Eskimo

L2: Junior Member
May 17, 2009
74
11
I'm pointing out it's more of problem then you think. Putting out a final map that only slightly fixes a problem doesn't tend to work out great. Much better to try to fully take care of things now.
 

Zipok

L2: Junior Member
Jun 26, 2008
96
5
Planning for some fun changes to cp2 layout to be included in a7, nothing major, but still ones that will improve the gameplay and add atleast one fun strategic element to it. Atleast I like a lot of the thing I will be adding. If the map gets tested today, it will still be a6 though.

I just decided the map will be in a swamp environment.
Screenshots from the planned cp2 feature update coming soon.
 
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Zipok

L2: Junior Member
Jun 26, 2008
96
5
http://img200.imageshack.us/img200/1720/rocketsiloa7water2.jpg
http://img197.imageshack.us/img197/4280/rocketsiloa7water.jpg
http://img141.imageshack.us/img141/8048/rocketsiloa7water3.jpg
http://img24.imageshack.us/img24/6140/rocketsiloa7water4.jpg

Thats it, a pool of murky water with a small health pack in it. The pool is located next to cp2, under the "deck". It does not provide access to any important areas, there are no chances for breathing except the hole you use to enter it. If anyone notices you going there, you will certainly be trapped. Absolutely useless pool of water.

..Unless you want to do surprise attacks. Kritzheavy surprises anyone?
 
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Zipok

L2: Junior Member
Jun 26, 2008
96
5
I'm thinking of using this thread as a blog of some sort to keep track of the process.

Posting some early sketches, to show how the progress with _b1 has started. Personally, I like these a lot, and a bit more because we didn't spend much time doing these.
Tarmo spent his time doing cp2 while I focused on the first spawn. First 2 pics are tarmos doing, last 3 mine.

http://img139.imageshack.us/img139/5831/mebbe.jpg
http://img199.imageshack.us/img199/2372/mebbe2.jpg
http://img38.imageshack.us/img38/5286/spawn1o.jpg
http://img196.imageshack.us/img196/4770/spawn2w.jpg
http://img10.imageshack.us/img10/310/spawn3.jpg (I had to compile and take a peek, just for lulz. Despite the cubemap issue.)

This project is going to be fun.
 
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Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Played today:

I keep thinking that water-hole should lead somewhere... Making the underwater room smaller might help people more-quickly realize it is a dead-end.

Also, despite the yellow/black tape it took me (and apparently, others) a while to realize people could capture certain points by being above/below the actual metal point model. Not sure how to fix that one.

Slight ramp glitch:


A single sentry can cover all exits into the central room:


Is this supposed to be one-way glass?
 

Zipok

L2: Junior Member
Jun 26, 2008
96
5
Thanks from the feedback! I wanted a bit more replies seeing as the map was quite fun (to me atleast), but its ok. I'm still interested in any serious feedback you guys got. Now to some answers:

No, the water hole won't become a pathway.

About capture areas with varying height.. I have nothing to say.

Visual glitches aren't an issue yet, after releasing beta I will be listening visual glitch reports more carefully.

That SG spot can cover multiple exits, but it provides next to no cover to the engi itself. Shouldn't become too big an issue.

I think the glass is fine like that. Almost one-way. :)
 
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Zipok

L2: Junior Member
Jun 26, 2008
96
5
I've been working with some sketches about middlepoint lately.



I think I like the style in the second pic a lot more. Much easier to do swamp-style, and much easier to make it feeling like it belongs there. The rocket is still there in 2nd pic as well, it is underground. But it is no longer gonna be called rocketsilo if we decide to keep going with that style.
.. A huge rocketsilo inside a mountain would be fantastic, but no. Not going to work with this map.
 
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Zipok

L2: Junior Member
Jun 26, 2008
96
5
Tarmo said he had a first test compile from his cp2 work ready to be checked. I was eager to see how the map looks now, as it has been so long since I last saw it compiled.

I was stunned. Now, it is your turn to be as well. Screenshots!

http://koti.mbnet.fi/tmalmi/rocketsilo/

Seeing the map in this phase really increased my motivation to make the rest of the map look as good as the 2nd point. Thanks tarmo for setting the standard for the rest of the future work with the map. :)
 
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Zipok

L2: Junior Member
Jun 26, 2008
96
5
Today I had some time to mapcraft. I worked with the lobby and first cp while tarmo was away enjoying his life. Luckily on my freeday. The map kept progressing without either mapper having to wait.

Two pics from this days work, they're still only sketches, but you can clearly see how the lobby area is shaping.
 
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Zipok

L2: Junior Member
Jun 26, 2008
96
5
Thanks, now even I with my slow connection can look at this page. And those images were huge, it fucked up with my mini-resolution :p Some status update after a long silence, _b1 is coming up nicely. I have high hopes of releasing it really soon (valve-time), as the RED side feels 80% done now, and the blu side has already received its colors.

Some in-editor screenshots from the progress
BLU CP2: http://koti.mbnet.fi/tmalmi/rocketsilo/editor/Blu2_Vaiheessa.jpg
Some layout changes to cp1: http://koti.mbnet.fi/tmalmi/rocketsilo/editor/Cp1_Vaiheessa3uusilayout.jpg & http://koti.mbnet.fi/tmalmi/rocketsilo/editor/CP1_Vaiheessa4uusilayout.jpg
BLU buildings at middle: http://koti.mbnet.fi/tmalmi/rocketsilo/editor/Middle_Vaiheessa3.jpg
 
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Zipok

L2: Junior Member
Jun 26, 2008
96
5
Some people saw this map when it was still in devtextures, and knew the name rocketsilo. Much work has been done, and we've been rather isolated from the publicity during the progress. But now, as the map is seeing some closed beta tests already, we decided it is the time to post some screenshots to show you guys how the map looks.

http://koti.mbnet.fi/tmalmi/rocketsilo/compare/wildmire.html [OPEN CAREFULLY, CONTAINS LOTS OF PICTURES]

Open beta release is going to happen, but first we're gonna run enough playtests to get the majority of the things right. I'm hoping we can release this to the public during this month. :)

- Zipok & Tarmo-
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
It looks a bit dark. It was also hard for me to tell where some objects were, such as the spawns, until I looked at the dev pictures in comparison. Maybe some signs to show exactly where they are.
 
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FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Zipok it's looking phenomenal! I'd love to get a copy of whatever you have right now, to help you test it. I know quite a few potential sources of 6v6 testing.

All I can say from the screens is that the progress, in terms of the theme and the geometry, is pretty stellar! The middle CP is looking more and more natural, and the 2nd looks like it might not be so... gimmicky... now. The two-floor cap-zone thing very much a gimmick in my eyes and I've always felt that using it on 2 CPs might be relying on it a bit much, but this seems to be better than before.

Peace
-FoX
 
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