mr.P Posted December 1, 2019 Author Report Share Posted December 1, 2019 another wip from the starboard side, minor adjustments trying to blend the ground and rock together, the size of some of the palm trees suggest they were seeds 3-4 years ago, add additional 1-2 years for my fictional event at Suez Canal, I'm going to base the hull decay on 6 years fictional wear and tear slavikov4, SirK, untor and 5 others 8 Link to comment Share on other sites More sharing options...
JackT Posted December 1, 2019 Report Share Posted December 1, 2019 One quick question. Has the layout changed or is it still over sized? Link to comment Share on other sites More sharing options...
General Vivi Posted December 2, 2019 Report Share Posted December 2, 2019 this map is sooo coool. SirK, mr.P, Vaya and 1 other 4 Link to comment Share on other sites More sharing options...
mr.P Posted December 2, 2019 Author Report Share Posted December 2, 2019 21 hours ago, JackT said: One quick question. Has the layout changed or is it still over sized? the layout has changed a few times, not making any mega changes now though, not sure what you mean with over sized...the map takes place on a aircraft carrier, they are pretty massive, the map itself is slightly smaller than dust2 with similar view distances, its not a corridor map if thats what you mean... Link to comment Share on other sites More sharing options...
mr.P Posted December 5, 2019 Author Report Share Posted December 5, 2019 started feeling the textures, been a while since I tried doing anything of this size...feels like a challenge... DutchCrazyGamer, Vaya, Mildly Anxious and 7 others 10 Link to comment Share on other sites More sharing options...
mr.P Posted January 21, 2020 Author Report Share Posted January 21, 2020 A wip from inside hangar B slavikov4, Quotingmc, Vaya and 7 others 9 1 Link to comment Share on other sites More sharing options...
JorisCeoen Posted January 21, 2020 Report Share Posted January 21, 2020 6 minutes ago, mr.P said: A wip from inside hangar B Cool! Are the walls and ceiling still part of the placeholder model (if it is a placeholder at all)? Link to comment Share on other sites More sharing options...
mr.P Posted January 21, 2020 Author Report Share Posted January 21, 2020 39 minutes ago, JorisCeoen said: Cool! Are the walls and ceiling still part of the placeholder model (if it is a placeholder at all)? All interiors are made with the modular Nuke assets, this is how it looks with/without: This is one of the refs I've used, In contrast to the organic exterior the interior is made up of vertical and horizontal lines with splashes of color will2k, Squad, TelaF and 12 others 15 Link to comment Share on other sites More sharing options...
mr.P Posted January 28, 2020 Author Report Share Posted January 28, 2020 Almost ready, until then some more wips... Klems, Puddy, Lefty and 18 others 19 2 Link to comment Share on other sites More sharing options...
mr.P Posted January 29, 2020 Author Report Share Posted January 29, 2020 Updated the layout, the overview image does not show traversable covers Squidski, Freaky_Banana, mr.jogurt and 6 others 7 2 Link to comment Share on other sites More sharing options...
mr.P Posted January 31, 2020 Author Report Share Posted January 31, 2020 Added a few more screens and updated op with new download link The A-site, exterior The B-site, interior Interfearance, a Chunk, Edude and 13 others 12 4 Link to comment Share on other sites More sharing options...
Freaky_Banana Posted January 31, 2020 Report Share Posted January 31, 2020 Really love it! But I believe those radomes are lacking bottoms 6 hours ago, mr.P said: Interfearance 1 Link to comment Share on other sites More sharing options...
mr.P Posted February 3, 2020 Author Report Share Posted February 3, 2020 On 1/31/2020 at 11:58 PM, Freaky_Banana said: Really love it! But I believe those radomes are lacking bottoms Thanks, its fixed Link to comment Share on other sites More sharing options...
mr.P Posted February 12, 2020 Author Report Share Posted February 12, 2020 20 hours ago, Ringel said: I really like the aesthetics and atmosphere! A few things I noticed while running through the map: thanks, will have these issues fixed Vaya and TelaF 2 Link to comment Share on other sites More sharing options...
El_Exodus Posted February 12, 2020 Report Share Posted February 12, 2020 When I played the map I had a few concerns The long outside route towards A was veeery long. It was so long that it wasn't really viable to use apart from some unexpected flanks. The clipping really made it hard to focus on fighting the opponents. It was often a PvE fight to get in certain places. Then the timings for B were a tad too quick for CTs as well. You can push out and frag Ts which are still on the hill running up. Felt a bit cheeky Generally, some areas felt a bit underdeveloped in terms of options. When I think of maps taking place on a carrier, I kinda expect a 50/50 mixture of long range and CQB. The CQB part was a bit missing imo. Even indoors I had that feeling. Your very unique setting for the theme allows to balance the range of battles quite nicely in theory. Outside: Long range, Indoor: CQB. Maybe you can play around with that a bit more In terms of visuals: Considering the carrier stranded (years ago?), I wish there were a lot more wear to it. Rusty metal, sheets of rusty metal hanging around, scavanged electronics inside etc etc. There's a lot of crazy stuff you can do. I certainly have to play more so I can give more precise feedback. This is just the overall feeling I've got from that one game. The map's got a sick theme and I'd love to see it become the best it can be. You got this mr.P and a Chunk 2 Link to comment Share on other sites More sharing options...
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