As stated here for a long time, I've been working on a hunted remake from scratch. Here's what is currently done after more reattempts than I would like to admit.
Playstyle: Capture the 2 tower points (4 seconds per tower) to unlock the gates, take intel out of gates, onto the truck, to win. Defenders just need to defend til time runs out, which is at most 9 minutes a round at the moment.
Status: Alpha
All the stairs in TFC have been replaces with elevator doors that move at 350 speed and reset after 1 second, this should be fast enough to get to spots while still remaining the style of the origonal map as well as can be.
I need to finish most of the interior buildings layouts and windows as well as add a whole building in the Field since I haven't done that part much since it will include another spawnpoint etc.
The Intel spot and stuff isn't finished, kinda a placeholder for more expanding to be done with a proper spawnroom with details.
Lighting in a sniper spot is quite dim, I've been debating on lighting up that spot better or not...
3d skybox and more details will come towards a beta release, this alpha is pretty much gameplay testing and workability of the entities properly with the gametype and shape of the map.
Map isn't going to be restricted by class, and as such, i'm trying to make it work for every class with points for everyone.
Enough talk, onto screenshots.
Map top down view outside of the skybox (thus the doors and CPs do not show)
http://media.rpage.net/hunted/a1/A01_6.jpg
Others:
http://media.rpage.net/hunted/a1/A01_1.jpg
http://media.rpage.net/hunted/a1/A01_2.jpg
http://media.rpage.net/hunted/a1/A01_3.jpg
http://media.rpage.net/hunted/a1/A01_4.jpg
http://media.rpage.net/hunted/a1/A01_5.jpg
http://media.rpage.net/hunted/a1/A01_7.jpg
http://media.rpage.net/hunted/a1/A01_8.jpg
http://media.rpage.net/hunted/a1/A01_9.jpg
http://media.rpage.net/hunted/a1/A01_10.jpg
http://media.rpage.net/hunted/a1/A01_11.jpg
Playstyle: Capture the 2 tower points (4 seconds per tower) to unlock the gates, take intel out of gates, onto the truck, to win. Defenders just need to defend til time runs out, which is at most 9 minutes a round at the moment.
Status: Alpha
All the stairs in TFC have been replaces with elevator doors that move at 350 speed and reset after 1 second, this should be fast enough to get to spots while still remaining the style of the origonal map as well as can be.
I need to finish most of the interior buildings layouts and windows as well as add a whole building in the Field since I haven't done that part much since it will include another spawnpoint etc.
The Intel spot and stuff isn't finished, kinda a placeholder for more expanding to be done with a proper spawnroom with details.
Lighting in a sniper spot is quite dim, I've been debating on lighting up that spot better or not...
3d skybox and more details will come towards a beta release, this alpha is pretty much gameplay testing and workability of the entities properly with the gametype and shape of the map.
Map isn't going to be restricted by class, and as such, i'm trying to make it work for every class with points for everyone.
Enough talk, onto screenshots.
Map top down view outside of the skybox (thus the doors and CPs do not show)
http://media.rpage.net/hunted/a1/A01_6.jpg
Others:
http://media.rpage.net/hunted/a1/A01_1.jpg
http://media.rpage.net/hunted/a1/A01_2.jpg
http://media.rpage.net/hunted/a1/A01_3.jpg
http://media.rpage.net/hunted/a1/A01_4.jpg
http://media.rpage.net/hunted/a1/A01_5.jpg
http://media.rpage.net/hunted/a1/A01_7.jpg
http://media.rpage.net/hunted/a1/A01_8.jpg
http://media.rpage.net/hunted/a1/A01_9.jpg
http://media.rpage.net/hunted/a1/A01_10.jpg
http://media.rpage.net/hunted/a1/A01_11.jpg
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