Rick_D Posted July 25, 2007 Report Posted July 25, 2007 I would have thought drawing a layout (put in something for scale, draw what you think 512 units should be on your layout) - making it into a texture and using it in hammer as an image plane to flesh out the layout. 4096 is massive though, totally depends on the type of bridge - large suspension bridge, maybe. Just a regular dod bridge then I think it's way too long imho. Boring for everybody except snipers - and I don't think we should be encouraging more sniper-whoring.
Rick_D Posted July 25, 2007 Report Posted July 25, 2007 probably selecting certain faces and subdividing instead of selecting all?
MrBaracuda Posted July 25, 2007 Report Posted July 25, 2007 yea, the outer faces. if you select the inner ones as well you get a weird result.
JeanPaul Posted July 25, 2007 Author Report Posted July 25, 2007 I would have thought drawing a layout (put in something for scale, draw what you think 512 units should be on your layout) - making it into a texture and using it in hammer as an image plane to flesh out the layout. 4096 is massive though, totally depends on the type of bridge - large suspension bridge, maybe. Just a regular dod bridge then I think it's way too long imho. Boring for everybody except snipers - and I don't think we should be encouraging more sniper-whoring. Exactly, but the way I planned it is like this. You see how every open main route has a few covered routs to choose from just incase you see a sniper or machine gunner? Well the same goes for my bridge, if you dont want to take the open route there will be about 2 medium routes and 2 covered routes on my one bridge alone. Thats why it is so large. There is no way that a sniper can cover the whole thing at once because of how many routes there will be, same goes for a machine gunner. I was just worried about optomization, is 4096 too long so long as I have the proper fade scales and so forth?
Bic-B@ll Posted July 25, 2007 Report Posted July 25, 2007 im definitely one to have linear maps, but that's just kind of a maze. i have a feeling it'll turn into a "stab the sniper in the back fest" where people go the long way round and shoot people in the back. im sure you can say "well thats a good thing, use strategy and cover your ass" or some such, but that doesn't happen on the internet.
MrBaracuda Posted July 25, 2007 Report Posted July 25, 2007 dod is pretty meh anyway with their ridiculous cone fire crap but gl with your map
JeanPaul Posted July 25, 2007 Author Report Posted July 25, 2007 dod is pretty meh anyway with their ridiculous cone fire crap but gl with your map Thanks im definitely one to have linear maps, but that's just kind of a maze. i have a feeling it'll turn into a "stab the sniper in the back fest" where people go the long way round and shoot people in the back. im sure you can say "well thats a good thing, use strategy and cover your ass" or some such, but that doesn't happen on the internet. There will be areas where the sniper will have to cover his back and some areas where he wont at all (like the window in Wehrmacht spawn of Avalanche
JeanPaul Posted July 26, 2007 Author Report Posted July 26, 2007 I didnt want to post a screenshot this early, but here you go. Here is the main bridge (this is about 3 hours of work (I orangemap slowly)) The first shot is using noclip and shows the outside of the bridge where a lot of destruction will have occured (and LOTS of temporary 2x4 connecting each room for an added " I am pretty high up" feel to it. And this shot also shows how you cant cover the entire bridge at once. The second shot shows the middle (main) area of the bridge and all the stores n shit. (the right side will be apartments) But in the final version, there will be VERY high mounds of rubble [displacements] so that you cant see over and through the whole center of the bridge at once. The tank is the 2 person flag cap (like in Donner) If you notice in the first shot, the outer buildings are both going to be accessible to this tank area via underneath the arches and 2x4's I mainly posted these to give you an idea of what I meant by "bridge" (I am also contemplating having some sort of maintenance grate underneath the main bridge support arches, but I will see as that might be really difficult to implement.)
FMPONE Posted July 26, 2007 Report Posted July 26, 2007 ah the venetian bridge excellent concept. I must ask you not to use cs_italy windows, however, as they are slightly ... well, hideous :'( I think this map will be fantastic, I love the way you've set up the buildings on the bridge, it makes me wonder why I didn't think of it looking at my giant book of Venetian photographs :3 edit: I must say, this would be a perfect opportunity to learn some 3d/2d art wink wink
JeanPaul Posted July 26, 2007 Author Report Posted July 26, 2007 Yup, the Ponte Vecchio (old bridge) I didnt know those were the Italy windows, I just liked the way they looked, but I will change them And thanks for the kind words
MrBaracuda Posted July 26, 2007 Report Posted July 26, 2007 I CAME oh btw, next time use the last link imageshack gives you or a different and faster host. everyone's gonna click for the full image anyway, and sometimes the image doesn't come up at all when using the thumbnail crap.
Furyo Posted July 26, 2007 Report Posted July 26, 2007 Just a random piece of advice, which may or may not be important to you. The longer your map's name, the harder it'll be for people to remember how to spell it and type it in the console should they wanna play it. As for the map, I'll be looking forward to seeing it progress. I could beta test it in the future
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