[WIP]Cp_ZERO

Discussion in 'Map Factory' started by Uriak, Aug 25, 2010.

  1. Uriak

    Uriak L8: Fancy Shmancy Member

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    cp_zero

    "I miss the old times where infiltrating, err... storming into RED hideouts was a footman's job. No cart, no bomb. Well, seem's those pesky fellows are again focused on some evildoing in a remote mountain. Let's see what should be done."

    Multi stage vanilla control point in pre alpha state. I've done some texturing and displacement job on the first stage to give an idea of the general atmosphere (props have to be retextured, though). The setting will feature frail wooden structures clinging on the cliffs and many deadly chasms. Last part is still on design phase but the first playable alpha featuring all three stages is due soon

    There are 7 control points in the current layout. The last one is still in design phase, the idea being of a mobile platform. I'm going to try various things to five both easy access to it and moderate protection

    [​IMG]
     
    Last edited: Sep 13, 2010
  2. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Looks very open, but I can't tell how it'll play. Those desert rocks don't fit in an alpine setting, change them :x In the first screenshot you've got some wonky as hell disps on the mountain outcrop thing... make it look nicer, or stick to blocky things in alpha. How deep is the water on cp6? It looks like it'll make Pyros useless.

    Also: How'd you make those cliff walls, overlays? custom textures?
     
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  3. Uriak

    Uriak L8: Fancy Shmancy Member

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    Rocks are to be changed into greyish ones, but I don't wish to mess up with packrated content in the undetailed releases.
    The submerged control point stands on the top of a platform, the maximum depth being around twice the hologram height. Pyros (as well of other classes) aren't expected to fight on the CP itself, but control it's sourrounding or shoot a people stading on/near the surface)

    The cliff texture is found in the original sdk content (don't know exactly the name, though)
     
    Last edited: Aug 26, 2010
  4. Uriak

    Uriak L8: Fancy Shmancy Member

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    After some internal testing, I've tweaked a bit the distances in the first two stages, and I'm in the process of pyro prooffing some areas. Overall the attacks seems to have a slight advantage on the first 3 capture points and the 4th is pretty balanced. Since this seems to be related to engineer's gameplay I'm going to provide some incentive cover for them to use on the most exposed locations.

    The third stage is going through a complete rework, I'll post some pics after the next testing session.
     
  5. Uriak

    Uriak L8: Fancy Shmancy Member

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    Some screenies from stage 3 :

    3A : [​IMG][​IMG][​IMG]
    3B : [​IMG][​IMG][​IMG]

    Actually, the CP 3-A doesn't work as intented and will be heavily reshaped. CP 3- B (the aquatic one) has done surprisingly well, with the kind of difficulty you could expect from a 6th capture point. I'll have to rework the height of the obstacles, though.

    The current iteration cp_zero_a4 still lacks polish - I'll have to make the maximum timer up do 15' for instance - especially that 5th CP that can't be seriously defended.
    I hope to have a new more enjoyable release by the week end.

    --
    PS : could a nice moderator remove the 'WIP' tag in the title ? Once again, all my apologies for the inconvenience
     
  6. Uriak

    Uriak L8: Fancy Shmancy Member

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    In the meanwhile I'm still doing some experiments with the look I'd like to achieve. SO here's a couple screens with new env light settings, skybox and retextured props.

    [​IMG][​IMG]
     
  7. Horatio Weapons

    Horatio Weapons L1: Registered

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    Woaholly Jesus those two pictures are amazing.
     
  8. Tinker

    aa Tinker

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    That looks lovely.
     
  9. Uriak

    Uriak L8: Fancy Shmancy Member

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    Thank you :blushing:

    I'm having a hard time finishing things on the last stage so I chose to break my personal oath and started texturing the rest of the map. For the time being I'll stick with high and continuous cliffs on the sides but I'll find something to do in the detailing phase.
    So far I've worked with 3 physically separate stages, no reuse of spawn zones. It's a bit shady but gives me more an easier time to round things up. I'll try to make them more intricate eventually.

    Some screens of the second capture point in its current state :
    [​IMG]
    [​IMG]

    EDIT : download link to cp_zero_a5 added in OP
     
    Last edited: Sep 13, 2010
  10. Uriak

    Uriak L8: Fancy Shmancy Member

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    Done with the most tedious part of CP 3. <3
    I'll just have to displace the bordering cliff and rework the transition because currently red can do easy counterstrikes whereas the gameplay I'd like to have follow this kind of sequence, with blue taking succesively
    -first CP
    -transition zone
    -domination zone (area not far away of second CP, with ground advantage)
    -second CP

    So the transition zone will be more protected and may utimately feature a 1 way grid (but I don't like them)

    [​IMG]
    [​IMG]
    [​IMG]
     
  11. Uriak

    Uriak L8: Fancy Shmancy Member

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    Several issues prevented me to advancing much, but I've changed the sun angle accordingly with the new skybox, and that gave me a less flatty look on that section. I also used more blending on the round terrain zone on the right, but I had to gave up using rock2 grass texture because it kept causing weird lighting errors... well I guess the ground to grass isn't bad either.

    The detailing phase will feature less of the omnipresent cliffs, but I don't feel like investing too much time in the textured alpha.

    [​IMG]
     
    Last edited: Sep 16, 2010