WIP CTF_Convoy

Discussion in 'WIP (Work in Progress)' started by jahrain, Jan 16, 2008.

  1. jahrain

    jahrain L1: Registered

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    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    And I got lots more pics at:
    http://jahrain.com/tf2/wip/convoy/screens/'

    I'm running beta tests on 72.234.227.57:27016 and 72.130.249.206:27015, so join that if you want to play test the most recent working beta. I'm looking for some feed back.
     
  2. Intraman

    Intraman L4: Comfortable Member

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    woah.. those are bursh work right?.. looks nifty.
     
  3. jahrain

    jahrain L1: Registered

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    Thanks, yeah, thats all brush work. I still don't know how to export custom models yet. I will learn once I find a Maya 8.5 or 2008 exporter.
     
    Last edited: Jan 16, 2008
  4. Snipergen

    Snipergen L13: Stunning Member

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    Inspired from the UT map right?

    Anyway im joining a server now.
     
    Last edited: Jan 16, 2008
  5. Snipergen

    Snipergen L13: Stunning Member

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    Ok i had a run.

    LOL

    [​IMG]

    Map is fantastic gorgious. ACE.

    Now the "bad" things but I would like to call it "less good things"

    1. Textures lol but you will fix that.
    2. I dont get the illusion of driving yet. You have to make the ground texture scroll. But make sure it is PERFECTLY aligned with the weels. If you dont get that right it really would be a bummer. Also tray a way of rocks that move past the trucks.

    3. Too narrow spaces indoors. Theres a hallway somewhere with a turbine on the floor (laying on its side) or something and it blocks the whole way, probably cant pass 2 teammates or something, open that up a bit.

    4. FPS a bit? With 32 players,... dunno.

    5. No uber sentry spots on the outside where snipers cant get you.

    6. Overall flow of the map a bit, yet blocked too much by obstacles. Its a dillemma because it blocks you but also protects you from the snipers (oh yes it will be a snipermap :D )


    Freaking good job though.


    Id love to play it on a full server. As sniper. Mwoehahhaha
     
    Last edited: Jan 16, 2008
  6. Fragimus_Max

    Fragimus_Max L3: Member

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    Convoy was a great map in UT2004. Are you going to have the wench that swings around and acts like a bridge? Also, this map is *supposed* to be a bit crowded. It's a real "stick and move" type of map when you're inside the convoy - when you're outside/on top of it is when you have to move fast and have a lot of clear space to run through.

    How are you going to handle the jump boosters?
     
  7. Snipergen

    Snipergen L13: Stunning Member

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    Just play the map, its not a remake, its the same style but diffrent level design.
     
  8. Haas

    Haas Guest

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    I like it to bad of the purple textures.
    And the exit spawn is very close to the intel.
    Maybe make some obstructions from intel to spawn.
     
  9. Fragimus_Max

    Fragimus_Max L3: Member

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    Oh, I didn't realize it was available yet. Cool.

    Visually - it's a nice throwback, if anything.
     
  10. YM

    aa YM LVL100 YM

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    In thye world of mapping people are so shallow! So what if it has purple textures at the moment? It won't do once its dun so stop moaning. Thats like no going out with a girl as a teenager because she has spots.....she wont do later in life.

    Anyway, looks lovely and feels like its gunna be a good map! My suggestion to make it feel like its driving is add an env_shake.
    I went and dropped the intel on the ground... stupid me, you should return it to their base as soon as it hits the ground.
    No demo jumps from side to side :O how rude.
    The so called obstructions snipergen is talking about, really arent so bad.
    The rocks in the distance should move but you can't tie displacements to an entiy, perhaps put some normal sized rocks in the skybox (so they are 16x size) and move them (func_tracktrain, looping path...)
    My FPS was about the same as on the stock maps, so nothing wrong there. Snipergen, stop complaining!
    All in all awesome start :D
     
  11. PandaN

    PandaN L1: Registered

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    Just a question: did you make the wheels of the vehicles rotate? that will contribute a lot to the feel of movement. Also some ambiance re:motor and traction sounds should finish off the feel.

    Also, how does the engine of the two vehicles work? Is there an exhaust - if so, where's the smoke :D
     
  12. YM

    aa YM LVL100 YM

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    If you played the map you would know the wheels do spin and there is a nice engine ambiance. I didn't see an exaust but your motor is seriously b0rked is smoke is coming from it.
     
  13. Snipergen

    Snipergen L13: Stunning Member

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    He could atleast pakrat it mate, gives a bad impression :/ it only takes 1 minute.
    About fps, I could be wrong :) I had lots of other stuff running in the background lol.

    And indeed we DEMAND demo man jumps from side to side.
     
  14. jahrain

    jahrain L1: Registered

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    I don't know how to make the map automatically download the custom materials, could someone tell me how or how to embed materials into the bsp!? I have them uploaded to http://jahrain.com/tf2/materials/

    Just throw them in your materials folder and the pink textures and gone and the ground and tires will move. If this doesn't work out, I might have to do the ground in a different way than using a custom scrolling material.
     
  15. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Actually... I'd probably put some large trigger_pushes in the air above/between the vehicles to both prevent that, and improve the illusion of motion by having you get thrown back/off the things if you end up high in the air :p
     
  16. Shmitz

    aa Shmitz Old Hat

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    I don't know about actively preventing jumps across, but a "wind" pushback towards the rear of the vehicle would both improve realism and increase the amount of skill involved in jumping across effectively.
     
  17. YM

    aa YM LVL100 YM

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    Yeah, what shmitz said. Its like hitting a brick wall at the moment, which isnt fun.

    You should put a push on the ground (try and see if you can get it to push dead bodies too) that is the speed of the ground, and above that there should be a slower set brushes covering everything except the main area of the two vehicles.
     
  18. jahrain

    jahrain L1: Registered

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    There is a "trigger_push" entity that works like wind that pushes players back in the map if they try to jump across. The barrier thats in between is also a place holder at the moment. If the map can't be exploited without the barrier il remove it.

    Also, how do you embed custom vmt files in the map?
     
  19. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    http://developer.valvesoftware.com/wiki/Bspzip

    A lot of people around here seem to use something called PakRat instead, I've never touched it though, I find using Bspzip's list-add function and having it run automatically at the end of a compile far simpler.
     
  20. Snipergen

    Snipergen L13: Stunning Member

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    pakrat :O

    start the program, select your .bsp, click AUTO, click save as. BOOM its embedded