Journey to the Center of the Earth
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Journey to the Center of the Earth
I'm not intending to brag, but since I posted these images on TMT, I thought it only fair that I post them here as well.
This is my underground lake map from my Journey to the Center of the Earth "adventure" mod (well, sort of mod). The concept is a series of maps you have to get through and be the first team to discover the secret at the Center of the Earth. Each map has puzzles, traps, tricks and secrets your team will have to get through to reach the exit. Some maps are divided in tow, so one team never sees the other, and some maps both teams are together; like this map.
On this map, you must pilot a raft from one end of the map to the other, and be the first team to reach the secret exit. Of course, the other team may be shooting at you and if you die, you go back to the start of the map. Now, using standard weapons, nobody would get very far, so I've borrowed the weapons from the defunct Civil War mod.
The water and lighting you see is not final, just temporary stuff while I sort out some shaders. The map is much bigger than it appears. It covers the entire Radiant grid and the river is U shaped, so it's nearly twice as long as the grid.
http://home.wi.rr.com/balr14/JTCOE01.JPG
http://home.wi.rr.com/balr14/JTCOE02.JPG
http://home.wi.rr.com/balr14/JTCOE03.JPG
http://home.wi.rr.com/balr14/JTCOE04.JPG
http://home.wi.rr.com/balr14/JTCOE05.JPG
http://home.wi.rr.com/balr14/JTCOE06.JPG
** Edit** image tags removed due to large picture size - Please read forum rules - Bdbodger
This is my underground lake map from my Journey to the Center of the Earth "adventure" mod (well, sort of mod). The concept is a series of maps you have to get through and be the first team to discover the secret at the Center of the Earth. Each map has puzzles, traps, tricks and secrets your team will have to get through to reach the exit. Some maps are divided in tow, so one team never sees the other, and some maps both teams are together; like this map.
On this map, you must pilot a raft from one end of the map to the other, and be the first team to reach the secret exit. Of course, the other team may be shooting at you and if you die, you go back to the start of the map. Now, using standard weapons, nobody would get very far, so I've borrowed the weapons from the defunct Civil War mod.
The water and lighting you see is not final, just temporary stuff while I sort out some shaders. The map is much bigger than it appears. It covers the entire Radiant grid and the river is U shaped, so it's nearly twice as long as the grid.
http://home.wi.rr.com/balr14/JTCOE01.JPG
http://home.wi.rr.com/balr14/JTCOE02.JPG
http://home.wi.rr.com/balr14/JTCOE03.JPG
http://home.wi.rr.com/balr14/JTCOE04.JPG
http://home.wi.rr.com/balr14/JTCOE05.JPG
http://home.wi.rr.com/balr14/JTCOE06.JPG
** Edit** image tags removed due to large picture size - Please read forum rules - Bdbodger
Nice
Looks kind of like my old cave -- it was never released.

Also, You might find this tutorial map useful. It has a drip emitter.
bubble_drip.zip

I never did get the drips to make a ring when they hit the water. But, this prefab map has a ring emitter and brown flowing water.
pontoon_bridge.zip

Anyway, I hope you find something useful in all that.

Also, You might find this tutorial map useful. It has a drip emitter.
bubble_drip.zip

I never did get the drips to make a ring when they hit the water. But, this prefab map has a ring emitter and brown flowing water.
pontoon_bridge.zip

Anyway, I hope you find something useful in all that.
Last edited by tltrude on Sun Jul 09, 2006 5:34 am, edited 3 times in total.
Damn, that does look nice. Trying to tempt me, you dog. Are those bump mapped? But, you are more than welcome to release it. I include the map files so people can get some use out of them. Otherwise, it's just a lot of work (for both of us) collecting dust. It's not like I'll be cheated out of fame and fortune. I've been offered level designer jobs by several companies. But, at my age, I have no desire to move and change careers. Besides, then I'd have to work on creating levels for what they want me to do, not what I feel like doing. 
I'm hoping I can get somebody to help me figure out how to steer my rafts.
I'm hoping I can get somebody to help me figure out how to steer my rafts.
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ahh Quake 4 blows CoD2's badly redesigned engine out of the water, IW sure knows how to destroy their games based on good engines. Q4's animations are clean, the movement is smooth, the texturing and skinning are beyond compare, and i run at Ultra settings with >60fps (i havent uncapped it yet, nvidia 6600 256mb with a 1.8ghz cpu, 512kb cache) and it uses a radiant!
a better game, does not exist. of this i am convinced.
i hijack, however. excellent idea balr! although it would seem too frusterating to the players, that huge of an area with that many potshots at each other would be maddening.
a better game, does not exist. of this i am convinced.
i hijack, however. excellent idea balr! although it would seem too frusterating to the players, that huge of an area with that many potshots at each other would be maddening.
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Abyssus pro sapientia
Olympus pro Ignarus
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AND STUFF™ © 2006
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Abyssus pro sapientia
Olympus pro Ignarus
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AND STUFF™ © 2006
Light
Yes, a lot of the textures are bump mapped. Here is an example of a rock wall texture where the shadows for
each rock change as a dynamic light moves in fornt of it.
click here for image
I, and the beleaguerd Cod2 multiplayers, thank you for allowing the release of Cod2 Temple_of_Kali.
I added flickering dynamic light for every burning torch, a lake with birch trees, and a lilly pond. But, the rest
is all your design, and the loading screen will have your name on it -- unless you don't want the fame.
Moving rafts? Now who is doing the tempting around here, ha ha!
each rock change as a dynamic light moves in fornt of it.
click here for image
I, and the beleaguerd Cod2 multiplayers, thank you for allowing the release of Cod2 Temple_of_Kali.
I added flickering dynamic light for every burning torch, a lake with birch trees, and a lilly pond. But, the rest
is all your design, and the loading screen will have your name on it -- unless you don't want the fame.
Moving rafts? Now who is doing the tempting around here, ha ha!
I've been a member of Raven's developers forum for many years... since they released Heretic 2. They have always been the best, as far as I was concerned. We discussed Q4 features years ago and I was impressed. The problem with it is a small player base and Raven never releases their modeling formats used for players. Part of it's due to the GHOUL hit zone layer that makes things very complex for modelers.lizardkid wrote:ahh Quake 4 blows CoD2's badly redesigned engine out of the water, IW sure knows how to destroy their games based on good engines. Q4's animations are clean, the movement is smooth, the texturing and skinning are beyond compare, and i run at Ultra settings with >60fps (i havent uncapped it yet, nvidia 6600 256mb with a 1.8ghz cpu, 512kb cache) and it uses a radiant!
a better game, does not exist. of this i am convinced.
i hijack, however. excellent idea balr! although it would seem too frusterating to the players, that huge of an area with that many potshots at each other would be maddening.
I think using the CW weapons removes the frustration factor. You get one shot. If you miss, the player you were shooting at can be pretty far up the river before you finish the reload, as they are muzzle loaders. Plus, he can shoot back from the raft. I think there should be a fair amount of strategy involved in deciding whether your team focuses on getting up the river, or stopping the other team. You could even decide to co-operate with the other team until you get to the other end. The rafts are big enough for at least 4 players, so there's room to provide covering fire for the raft pilot.
You probably don't remember my "Capture the Trolley" map, but I expect it to play in a similar manner. That map features a 1920s trolley in an old Italian mountain village. The trolley is in the middle of the map and the allies have to drive it to the station on the south end of the map and hold it there, while the axis has to drive it to the north station and hold it there. The map has a wonderful script created by TomTrude to control the trolley. A player can even stop the trolley moving by jumping in front of it and getting hit by it. It's not one of my best maps, but it's great fun to play. We still play it for hours with 4 - 8 players.
http://www.badongo.com/file/972572Tod001 wrote:I play either singleplayer or with my family on my LAN. This Trolley map sounds like alot of fun for us if it was a botmap."Capture the Trolley"
Where can I dload this Trolley-map from?
If you want the source map, so somebody can add bots, just let me know. I would have packaged it in the PK3 file, but I forgot.
Here's some images of the rafts. I wanted to bind it to the player so when the player moves side to side, the oar does too. Then use the up and down keys to put it in/out of the water.
http://home.wi.rr.com/balr14/jtcoe07.jpg
http://home.wi.rr.com/balr14/jtcoe08.jpg
http://home.wi.rr.com/balr14/jtcoe09.jpg
http://home.wi.rr.com/balr14/jtcoe07.jpg
http://home.wi.rr.com/balr14/jtcoe08.jpg
http://home.wi.rr.com/balr14/jtcoe09.jpg





