[WIP] cp_ATF

Discussion in 'WIP (Work in Progress)' started by S.E.A.L.#555, Aug 16, 2008.

  1. S.E.A.L.#555

    S.E.A.L.#555 L1: Registered

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    cp_ATF
    =====


    Current version: Alpha 11

    Theme: Desert factories - Alcohol, Tobacco, Firearms.

    Game mode: Attack / Defend (3 point).

    Background: This is a map I'm doing for my clan (ATF), and it has 3 CP areas, each proceeding uphill slightly...

    (A) Alcohol - A Brewery ("Aethandor Ale") set partially inside a huge cavern. This area is quite tight and should lead to intense gameplay, with a building overlooking the exits from spawn, similar to the second stage of Dustbowl.

    (T) Tobacco - A Tobacco Factory ("Mantis Tobacco") set in a more open, outside area.

    Features:

    - Train running past factory, up a hill and into a tunnel.
    - Sniper shack up on a hill in the corner
    - Main CP building (Tobacco drying hut) can be traversed both under and on top.
    - A high demo perch

    (F) Firearms - A weapons factory ("Hollowpoint Firearms"), set in the highest part of the map. At this stage it is constructed from galvanised iron sheeting and wood, similar to "B" of Gravelpit, however I am considering changing it completely to a 1940's styled building, with strong influences from the movie "Metropolis" and the game "Bioshock".

    Features:

    Moving machinery:
    • A pair of giant, hazardous hammers, and some other large piece of machinery.
    • A production line suspended conveyor, carrying heavy weapons


    The map will also feature custom models, made by ATF_PixelPusher, who is an environmental modeller for a games company.


    Screenshots
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    NOTE: Some of these, especially some shots of the cavern and weapons factory, look much darker than they do in-game. The lighting in-game is quite sufficient everywhere, I have made sure of that.

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    Last edited: Aug 16, 2008
  2. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Looking rather large, try and get those displacement pillars underground to allign, those shadows will bleed otherwise.

    Grey building in the distance on your 9th ss is looking nice.
     
  3. S.E.A.L.#555

    S.E.A.L.#555 L1: Registered

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    Most SS's taken a fov of about 85 from memory, makes it look larger than it is.

    Thanks. This is still alpha btw, not even done with the first pass on most of it, let alone detailing, so its more a sketch than anything else.
     
    Last edited: Aug 16, 2008
  4. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    Wow. Your 'sketch' could easily qualify as a completed map, and I mean that. The sentry and bomb being hung from the ceiling is a stroke of genius! Question; how did you get the fire effect on the smoke stacks? I thought env_fire was broken. Anyways, keep up the good work m8 :)
     
  5. timberghost_paintball

    timberghost_paintball L2: Junior Member

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    nice

    I really like the interior cave-like area. The outdoor areas don't look quite as atmospheric at this point, but you probably aren't as far along with those areas.
     
  6. S.E.A.L.#555

    S.E.A.L.#555 L1: Registered

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    Haha thanks I-D. The sentry and bomb are actually suspended, and move along on a weapons conveyor.

    Oh...that one is built in...to that particular particle system.... smoke_blackbillow_gravelpit_skybox

    Regards,

    Seal