KrAk Posted March 19, 2014 Report Posted March 19, 2014 (edited) Hi, This is an adaptation of medal of honor solo campaign for Day of Defeat Source. First beta very soon! Maybe test it with someone of you! Edited March 19, 2014 by KrAk OrnateBaboon, Sprony, ShockaPop and 13 others 16 Quote
Hipshot Posted March 23, 2014 Report Posted March 23, 2014 (edited) Hi, This is an adaptation of medal of honor solo campaign for Day of Defeat Source. First beta very soon! Maybe test it with someone of you! Sub-pen wins this thread. Edited March 23, 2014 by Hipshot Quote
Pac0master Posted March 25, 2014 Report Posted March 25, 2014 The screenshots seen bellow are concept or level design ideas from an early stage development. Many of which may change over time or never be released in the final product. DrywallDreams, OrnateBaboon, FizO.^ and 9 others 12 Quote
Setin Posted March 25, 2014 Report Posted March 25, 2014 Working on a series of Portal 2 levels involving time travel. These are images of the first level. cashed, will2k, 2d-chris and 1 other 4 Quote
TheOnlyDoubleF Posted March 25, 2014 Report Posted March 25, 2014 You disgut me, I do not succeed to make good lighting on hammer for L4D2 Quote
kinggambit Posted March 26, 2014 Report Posted March 26, 2014 (edited) Eesh I've been slacking. Thought I'd post some pics for my map de_fracture to make me more accountable. Map is designed to encourage newer players to learn mechanics like long jump, bhop, surfing, and boosting! Not so much catered for competitive play but I made the decision to prioritize fun. EDIT: Feel free to post some suggestions/advice since I haven't really tested the map for balance yet. MID: A site: B site (from above): B site (from below): Edited March 26, 2014 by kinggambit AlexM 1 Quote
FMPONE Posted March 26, 2014 Report Posted March 26, 2014 Looks pretty crazy to me XD Should playtest it to make sure you're on the right track, IMO Quote
Vinneri Posted March 27, 2014 Report Posted March 27, 2014 I'm so thrilled to show you sneakpeak of my project OrnateBaboon 1 Quote
OrnateBaboon Posted March 27, 2014 Report Posted March 27, 2014 Looks like an interesting theme, though I would suggest doing a full lighting compile to get the best from the images. It will improve the look dramatically. Quote
sethen Posted March 27, 2014 Report Posted March 27, 2014 Some interesting ideas for the theme. I really like the displacement work/detail used in the second image with the broken in concrete. The first image could use some more variety of the props, plus the tile floor seems a little out of place for the concrete road. Just me I guess, but a nice sneak peak there sir. Looking forward to even more progress on the map. Quote
spence Posted March 27, 2014 Report Posted March 27, 2014 I've been working on an airport map for a while, but haven't been happy with the way it's been playing. I wanted to make use of the plane asset, though, because it's been really fun to build and work with, so I built a hangar to house it yesterday and did some more work on it this afternoon. Early days, though. OrnateBaboon, cashed, JeanPaul and 9 others 12 Quote
Squad Posted March 28, 2014 Report Posted March 28, 2014 Make the plane like this = instant classic! What are the gameplay problems? Is it defusal or hostage? Looks really cool so far FMPONE 1 Quote
spence Posted March 28, 2014 Report Posted March 28, 2014 Yeah, the new banner reminds me I need to change the livery/branding textures....I think an MP-EOT registration tag is necessary Both have been hostage-based. I can illustrate many of the problems of the other map with a few images: This is an overview with the routes drawn in (there are probably a few I forgot, because there's too many at the moment). The arrowheads denote that the routes go up into the second floor of the terminal; there are also routes underneath the middle part of the terminal that link into the ground-level paths, the most prominent one being the route drawn in basically the exact middle of the image. You can already see that there is a very circular/roundabout pattern here and this often led to one of two outcomes: either everyone met at one of the chokepoints, or everyone ran to the right at the start and ended up going in an anti-clockwise circle for the duration of the match until they killed each other by chance, or until the CTs grabbed one of the hostages - when they did they generally were able to escape undetected by the left or right 'long' routes around the ground level while the T's were wandering around upstairs or hanging out in the shorter routes waiting for someone to come their way. I don't think these issues are anything some refinement to the routes couldn't fix. The lower-left and upper-right 'quadrants' of the ramp area could easily be blocked off and this might improve a lot of these problems, particularly these long sight lines on the 'long' routes: One of the other really big issues is partially related to the abundance of routes but also the design of the terminal itself. Most airport buildings are very airy and have lots of windows, which makes it really overwhelming to anyone manoeuvring along the ground level and makes these areas very risky. See below: There's just so many areas to watch for enemy players. My solution was to block some of them off with stacks of cover so people can't hang out in front of every window and watch the lower level. It stops players in the terminal from doing so, but it doesn't help players on the ground level to read which windows are a threat and which aren't. These issues aside, it also was feeling a bit plain graphically after fleshing it out a bit. The terminal design was really boring IMO and tweaking the skylight so that it didn't cause shadowing artifacts on the plane but also had an interesting angle inside the terminal was getting really annoying (changing pitch/angles by 1-2 degrees and recompiling gets tiring, fast ). Quote
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