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Dox City

Discussion in 'WIP (Work in Progress)' started by Dox, May 27, 2008.

  1. Dox

    Dox L8: Fancy Shmancy Member

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    Now on alpha 5!

    Main Overview
    [​IMG]

    Now Blu side is... Blue
    [​IMG]

    Still way too plain, but I have been adding detail.
    [​IMG]

    Center Point
    [​IMG]

    Final Point Red Side
    [​IMG]
     
    Last edited: Nov 12, 2008
  2. Axii

    Axii L1: Registered

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    I like the Layout of it, Thou Imo some textures are used too much, Like the brick, and the Main Floors.
     
  3. DasMatze

    DasMatze L2: Junior Member

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    Which also make it difficult to see on which side of the map you are. But the rest looks good!

    DasMatze
     
  4. Juice

    Juice L4: Comfortable Member

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    Loookin good Dox!
     
  5. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Nice, might be a good idea to use some concrete trims to break up the monotony of the brick texture walls. Arn't there blue bricks?

    EDIT: Those long corridors you have to the 1st cp's, you could add a room to the side of them or somewhere to allow for a defence that intercepts attackers, and would also keep snipers from sitting at the far end of the corridor.
     
    Last edited: May 27, 2008
  6. Juice

    Juice L4: Comfortable Member

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    Yeah, it'd be great to use some various textures. I have some textures I got from CG textures converted if your using skyscrapers or something like that.
     
  7. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    reminds me of the Chicago G5 mission in Perfect Dark, maybe its just the red lights in that one picture though
     
  8. Sgt Frag

    Sgt Frag L14: Epic Member

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    Does look pretty cool.

    I agree with the points on the textures. The lights help a little but you should deffinately through in some other tex.

    It's not just a red/blu. If you're running around in there trying not get shot/backstab everything is gonna look the same. The lights help you know what side of the map you're on but don't lend much to visual clues.

    For instance. While playing I tell me teammate "heavy in white house". In this level all I could say is 'heavy in red brick area". 'Spy over by those red bricks with the blue light on em"...

    I also agree the hallway down below needs broken up. You could have a couple rooms in the middlw that players could go in and come out the other side. Right now it looks like sniper/demo heaven and spy hell. Major choke point.

    But like I said the terrain looks pretty cool.
     
  9. Cpt Raem

    Cpt Raem L1: Registered

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    Haha, Dox City, the name I suggested. I recommend you make it Dux City now. ;)
     
  10. Dox

    Dox L8: Fancy Shmancy Member

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  11. MrAlBobo

    MrAlBobo L13: Stunning Member

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    so...you wanted feedback, so...here it is

    1st...make the doors move faster, people don't like to wait
    2nd, you need signs...the 3 cap and the last one took me forever to find (and i only found the last one due to sneaking into a one-way door when some scout opened it

    other then that i like the layout, i mean, its a 5 point linear map that i don't hate so your doing something right. And maybe its just me...but that brick texture everywhere just seemed to work
     
  12. Dox

    Dox L8: Fancy Shmancy Member

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    Ok, Current list of Fixes I need to make for V A4.

    1. Lower case map name. COMPLETE 16/07/08
    2. Arrows, custom textured. COMPLETE
    3. Doors faster, larger triggers. COMPLETE 16/07/08
    4. Interupt some of the larger hallways with rooms.
    5. larger opening to cave tunnel, easier way to get out as well as in.. COMPLETE
    6. Expand final cap points. COMPLETE 05/08/08
    6a. Expand rooms around central cap. IN PROGRESS
    7. "Walking too far" = Redesign/reloacation of spawn points COMPLETE
    8. Replacing Elevators with staircases COMPLETE

    Ok, A4 came and went, tested on my clan's server

    some things I tested there:
    1. Stairs needed better playerclipping COMPLETE
    2. Ladders replaced with stairs
    3. Textures still confusing. COMPLETE
    4. too plain.
    5. Displacement got messsed up and poked through the ground into the sewer. FIXED
    6. Arrow models need to be larger, text more visible.
     
    Last edited: Nov 12, 2008
  13. daemon

    daemon L1: Registered

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    Hi, the elevator to leave the base is also slow, maybe a ladder like the ones all over the map to speed it up, I found myself often waiting in a line to get on top of the elevator, and the server was just half full hehe.
     
  14. Dox

    Dox L8: Fancy Shmancy Member

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    Did a whole bunch of work on it so I thought I might give this thread a bump, New screenshots in the opening post, Ill probably have an A5 for the 15th's Gameday, A4 was buggy.
     
  15. MangyCarface

    aa MangyCarface Mapper

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    Eh... maybe don't have your name in the mapname? Less than classy imo
     
  16. Dox

    Dox L8: Fancy Shmancy Member

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    It was CP_venice (this was around the time before the SDK covered orange box... been working on this one for awhile.), but I realized as it was coming together it looked nothing like venice so I picked a new name. Its only temporary though.

    Edit 081130: Limited release of a5. needs tonemapcontroller for HDR. Official release upcoming.
     
    Last edited: Nov 30, 2008