PL Morrigan Alley B3

By treythepunkid

  1. Corvatile

    aa Corvatile

    Messages:
    354
    Positive Ratings:
    967
    The wall in screenshot 13 is always used as a sniping post. Attackers pushing the cart can't see the snipers there because it's not illuminated and there's no breaks in the wall for BLU snipers to shoot up through.
     
  2. treythepunkid

    treythepunkid L4: Comfortable Member

    Messages:
    157
    Positive Ratings:
    78
    Hey guys, here is a quick update.

    I have been working on some props while i figure out how to rework the map. So basically the blus are supposed to be spawning inside a Medieval dungeon. I was deeply saddened when i saw a lack of dungeon props. So my first set of dungeon like props to help give that effect to the spawn where chains!

    [​IMG]

    [​IMG]

    [​IMG]

    As you can see i have a lot of differing pieces i can work with. I think this will help when i get to detailing the dungeon.

    Second off i noticed a lack of signs. I know there is a sign used to indicated where A is but there is not any kinda dangling signs that are so typical of any medieval town.

    [​IMG]

    [​IMG]

    [​IMG]

    Of course i haven't finished the metal work on the main post nor have to finished the metal hangers on the signs and the main post but its a start.

    I will post more about the layout changes that i have made due to the gameday feedback soon!
     
    • Thanks Thanks x 3
  3. Pocket

    aa Pocket func_croc

    Messages:
    4,510
    Positive Ratings:
    2,398
    Man, man. You're shaping up to be one of the big-name modelers in this community. Makes me want to drum up interest in a new downloadable pack. I wouldn't know any of these props from official content. The hand-lettering (I assume it's hand-lettering) is excellent too.
     
    • Thanks Thanks x 1
  4. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,114
    Positive Ratings:
    6,472
    Use func_buttons or similar to have the signs fall down when damaged.
     
  5. treythepunkid

    treythepunkid L4: Comfortable Member

    Messages:
    157
    Positive Ratings:
    78
    I was thinking more of having a physics constraint that let them swing back and forth when hit with something.
     
  6. treythepunkid

    treythepunkid L4: Comfortable Member

    Messages:
    157
    Positive Ratings:
    78
  7. tyler

    aa tyler

    Messages:
    5,100
    Positive Ratings:
    4,592
    That is way too cool.
     
    • Thanks Thanks x 1
  8. EArkham

    aa EArkham Necromancer

    Messages:
    1,598
    Positive Ratings:
    2,353
    That IS pretty damned cool, but shouldn't it be a blue A, not a blue B? Since it's point A?

    Kep
     
  9. I-Fling-Poo

    I-Fling-Poo L1: Registered

    Messages:
    18
    Positive Ratings:
    10
    Wow, just wow. Excellent!

    One tiny "nit-pik", and yeah, it's small, but my eyes picked it out immediately.

    The bolts you are using to affix the chains to the walls, and on the hanging sign are modern "hex" bolts. I'm almost certain the bolts they used in the time frame your map is aiming for had square heads, not hexagonal heads.

    Can't wait to see the map. :)

    Poo
     
  10. treythepunkid

    treythepunkid L4: Comfortable Member

    Messages:
    157
    Positive Ratings:
    78
    Hey guys, here is one of the biggest changes of A2. One top of the other side routes and stuff i have changed the first spawn a lot.

    [​IMG]

    As you can see i have downsized the first area of the map. I also have given more sniper cover as well as more direct side routes to help keep people close to the action.

    I felt the narrow road at the start of the map was a bad choice as it congests everything, especially in Medieval mode, it also made the length of the map much to long. I have opened it up and given it some differing levels to help keep gameplay fun. I have also added a medium health pack on a platform to help out attackers/defenders.
     
  11. treythepunkid

    treythepunkid L4: Comfortable Member

    Messages:
    157
    Positive Ratings:
    78
    Hey guys, more model update.

    [​IMG]

    As you can see it is a Iron Maiden. Some what detailed, just finished the UV and model not long ago.

    Hope you like it!
     
  12. Mr. P. Kiwi

    Mr. P. Kiwi L5: Dapper Member

    Messages:
    244
    Positive Ratings:
    95
    So evil! Seriously, one of the most horrible inventions of all time. But it looks nice, as a start. Remember, some models can get up to 3000 polys (Like some rocks and the piano from cp_mann_manor). Maybe make a closed version of it, too.
    I've waited and haven't seen this go on the EU server... So I didn't get to play it with company yet, hope to see how the models, and the map progress. From what I can see now - it looks great!
    Keep up the great work!
     
    • Thanks Thanks x 1
  13. treythepunkid

    treythepunkid L4: Comfortable Member

    Messages:
    157
    Positive Ratings:
    78
    • Thanks Thanks x 1
  14. tyler

    aa tyler

    Messages:
    5,100
    Positive Ratings:
    4,592
    Holy moly.

    Put it somewhere that players will jump in front of it so I can hit them in.
     
    • Thanks Thanks x 1
  15. Mr. P. Kiwi

    Mr. P. Kiwi L5: Dapper Member

    Messages:
    244
    Positive Ratings:
    95
    Wow! That's awesome; I believe no one wants to die that way...
    But I have two questions, one if the door close when a player comes picking the health kit, is it really collectable? And, why aren't you using your nice meat model?
    Anyway, looking good! Keep up the great work.
     
    • Thanks Thanks x 1
  16. tyler

    aa tyler

    Messages:
    5,100
    Positive Ratings:
    4,592
    The health kit dropping is just something that happens in medieval mode.
     
    • Thanks Thanks x 1
  17. treythepunkid

    treythepunkid L4: Comfortable Member

    Messages:
    157
    Positive Ratings:
    78
    Is there any melée weapon that can really do that?

    I thought I would just leave it in blues spawn as a joke.
     
  18. tyler

    aa tyler

    Messages:
    5,100
    Positive Ratings:
    4,592
    I dunno. Everything has some amount of knockback.
     
    • Thanks Thanks x 1
  19. treythepunkid

    treythepunkid L4: Comfortable Member

    Messages:
    157
    Positive Ratings:
    78
    Yeah I know, I might as well put it into the battle areas anyway. Would make people watch where there going much like the train does in well.
     
  20. tyler

    aa tyler

    Messages:
    5,100
    Positive Ratings:
    4,592
    Maybe you're right though. It could have its best uses right next to a resupply locker.