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Post by retroactive on May 3, 2009 13:13:25 GMT -5
This is my first space map. There will be regular gravity all throughout the map. No zero-g stuff, this time around ;D The entire skybox spins slowly as the station descends into another realm, dimension, plane, or whatever you want to call it - and it's also custom made. This is the very early version of the map, without lighting, and definitely not what to expect in the final result. There is much work to be done, but I thought it looked so cool I'd post screenshots now. Thanks to Lap for help in designing a workable layout, expect something along the lines of this: Each black square represents the platforms you see above. Each grey line is a bridge (soon to trim some off, image won't be updated). All bridges are interconnecting, and each platform will be on a different level of height. I *might* design some wreckage to float around, but probably not as the platforms have so very many brushes. Any suggestions, please post them here. To do: possibly rotating light lighting in general bridges smaller platforms soundscape detail! trigger_hurts floating wreckage in skybox? asteroids!
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Post by retroactive on May 4, 2009 21:07:58 GMT -5
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Post by feha on May 5, 2009 9:52:45 GMT -5
Um... Can you add asteroids or something flying around? (you have made a train afterall, so I bet you can do it XD). Make a strong trigger hurt parented to the asterodis to, so if somehing hit them, the force will break it. make dmg realistic, as force = mass * velocity (realistic in the way that the biggest and fastest dmg more then the smallest slowest one).
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slice
Junior Member
:D
Posts: 78
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Post by slice on May 5, 2009 13:11:18 GMT -5
Why not add 0-gravity around the plaforms and bridges that way it will look more awsome if a melon fall off, imagine the epicness if someone hit a group of melons with a connon and they all go swoosh into space and... then die (just an idea though XD). Otherwise, looks great nice skybox you got there.
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Post by retroactive on May 5, 2009 19:24:47 GMT -5
I am liking the asteroid idea. I'll definitely give it a try.
0 gravity is something that probably won't work with this map - any melons that leave the platforms (and can't fly) will be sucked into the great abyss and promptly blown up.
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zerokx
Junior Member
Posts: 55
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Post by zerokx on May 11, 2009 10:31:56 GMT -5
make some immobile asteroids with cappoints on them
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Post by feha on May 11, 2009 17:17:28 GMT -5
cap points is not mappers choice. So your suggestion is "make some immobile asteroids, where it would fit for variant creator to att cp, res node, melon strike or anything else he wants to."
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Post by triggerhappy on May 11, 2009 22:43:07 GMT -5
I don't think making the platforms at different heights is a very good idea. While it will make the terrain more interesting, it might also mess up some people's melons. And as for having the melons be able to be blown off the platform to fly around in space until they eventually explode, bad idea. say someone is coming up a ramp to an enemy base with a good amount of melons, with the idea that you have provided, the defender could easily just blast them off into space, rendering the attacker's attack pointless. And as for preventing melons and vehicles of sorts from just falling off the bridges, maybe make some sort of railing or wall along the edge of the bridges?
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Post by feha on May 12, 2009 9:43:43 GMT -5
I like that it is different height, then themiddle might be harder to get to, while the things aound is easyer. All base plates shoul be higher then everything else, exept a halo around everything, where a attack from there get a downhill slope. Here is a picture of how it would look like (also edited to show you how you can add and change platforms. (will add as soon I got acces to server, why does that acces shut down all the time?)
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Post by retroactive on May 13, 2009 13:10:20 GMT -5
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Post by Lap on May 13, 2009 14:02:44 GMT -5
Heh sorry to pester you before you leave but is there a list of custom textures you used or anything else that would help someone working on this map.
This is definitely the most visually amazing of any WM map made or being made (especially with a rotating skybox)and it would be a shame for it to go unfinished.
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Post by Terminator on May 13, 2009 14:16:30 GMT -5
I'll be taking over the job then, I have all the extra textures used in the map, they're from the packs you suggested lap. Don't worry about the skybox, i d/led it the vmf and vtf are in the package.
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Post by retroactive on Sept 20, 2009 20:27:12 GMT -5
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Post by feha on Sept 21, 2009 7:58:33 GMT -5
Neat!
It looks realyl cool.
I wonder tho, the middle platform (and the raised noes firectly connected to it), could be a dynamic part huh? Like wm crossfire rotates, except this moves to connect 2 platforms to the left, the middle and 2 platforms on right then back? That would be epic, but I have no clue if it would make that part impossible to add cps and such there (do they weld to the entity or position?).
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Post by minimacker on Sept 21, 2009 14:39:36 GMT -5
There's an issue, you need to make the Spawnpoint platforms thicker. Or else enemies can camp the spawnpoint from underneath the platform with Flying melons. Thus making it impossible to build.
Moar cowbell, pls.
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