Quake

Discussion in 'Map Factory' started by Martham112, Jul 21, 2010.

  1. Martham112

    Martham112 L2: Junior Member

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    This may seem like a normal hill to most people. A normal hill with buildings by either side and a huge one on top. What most people don't know is that this hill contains a device that can cause the largest earthquakes imaginable. By burrowing itself into the ground, the machine can influence the movement of tectonic plates.

    Inspired by nucleus, this koth map focuses on the point that lowers itself from the ceiling. Not only that, but it also brings a route to the other teams base.

    The way the point moves rewards skilled demomen and soldiers that can reach the point before any other class, but there is risk involved. Missing the jump will cause them to land in the pit below. It also removes some large sightlines that will mean snipers are a valuable asset in the first 30 seconds of the game.
     
    Last edited: Aug 2, 2010
  2. Omnomnick

    Omnomnick L6: Sharp Member

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    The map name Drill has already been taken, sorry. It was the name of one of my original TF2 maps.
     
  3. Martham112

    Martham112 L2: Junior Member

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    Bah. I did a search for it but couldn't find anything.

    Well after searching for other names and failing, I'm changing the concept of the map a little. Rather than a simple drill, it will now be a giant earthquake machine, giving the map it's new name of Quake!

    EDIT: Ok, new version now up with the name Quake. If an admin could change the thread name, I would be super happy.
     
    Last edited: Jul 21, 2010
  4. Seba

    aa Seba DR. BIG FUCKER, PHD

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    You've got some z-fighting in the first screenshot. I'm also worried about the diagonal sightline in the fourth one. Other than that, interesting idea, I'd like to see how this plays out.
     
  5. Martham112

    Martham112 L2: Junior Member

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    I've been trying to get this into an impromptu, but none have happened for a few days. Despite that, I've been thinking about what to change for a2.

    Currently, there is little to no staging area, so I shall rotate the spawns around to the side of the hill and add a new area where the current spawns are. That should open the map up a little. Also I've been thinking about having the earthquake machine start when the map ends. Anyone know how much time there is after a game has been won and the next round starts?
     
  6. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    Overlapping block/textures in the first screenshot. Other than that I like your blocking, it looks really interesting.
     
  7. Martham112

    Martham112 L2: Junior Member

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    I've got a2 all ready for release, but unfortunately I'm stuck at my Mum's house! Oh no! So I'll get a new version up at some point tomorrow.

    Changes
    -No texture clipping before the point drops.
    -A new area between spawn and the capture area.
    -One and a half new routes to the point.

    Also, this summer I'm planning to learn modelling, so I've been trying to come up with an idea for the earthquake machine. I can't get them to look like anything other than a robotic foot though. Any ideas?
     
  8. Martham112

    Martham112 L2: Junior Member

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    Sorry it took so long, but a2 is now up!

    Changelog in the previous post.
     
  9. Martham112

    Martham112 L2: Junior Member

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    Bump for the impromptu today.

    Had some great feedback, mainly about it being too big now and the height. So I shall be lowering many things and moving the spawns closer to where they originally were.

    Any other comments I missed?
     
  10. Martham112

    Martham112 L2: Junior Member

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    a3 released!

    Changelog
    - Fixed the death pit texture
    - Shortened the staging area slightly
    - New doors for the side routes to improve visibility
    - Lowered the raised areas on either side of the point