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Posted: Wed Mar 31, 2004 12:16 am
by Scronty
Afternoon, M&M.

The following are a few screenies of what I added:
I've only supplied the URLs, so as not to fill up this page will huge friggin' piccys.
Also: the screenies have been lightened for those of use who don't have their monitors gamma turned all the way up.

http://www.scrontsoft.com/mohaa/mohRadient.jpg
http://www.scrontsoft.com/mohaa/view-fr ... n-gate.jpg
http://www.scrontsoft.com/mohaa/stairs- ... n-gate.jpg
http://www.scrontsoft.com/mohaa/bottom-of-well.jpg
http://www.scrontsoft.com/mohaa/end-of-main-tunnel.jpg
http://www.scrontsoft.com/mohaa/side-room.jpg

Cheers,
Scronty

Posted: Wed Mar 31, 2004 2:30 am
by kai0ty
lol@the hands
it looks fun but ther isnt much eye candy, maybe put some fun rhetorical stuff.

Posted: Wed Mar 31, 2004 4:07 am
by dooguesgoober4
you are more than welcome to claim the map and do whatever youd like to it!!!!

Posted: Wed Mar 31, 2004 11:51 pm
by Scronty
Afternoon, kai0ty.

I won't be adding much eye-candy until I can see where this map is going.

I'm into obj maps rather than dm, and there is still no clear-cut layout of where axis and ally players would be spawned (nor where objectives would be placed). This also means that there is no way of knowing which directions the two forces would be meeting each other.

For me there are two main types of eye-candy:
1) true eye-candy - where their placement takes nothing away from gameplay. Items like banners/ tables/ kettles/ etc.
2) tactical eye-candy - where their placement provides cover or explosions. These are items like crates/ barrels/ sandbags/ etc.

Obviously crates/ barrels/ etc can be used as true eye-candy if they cannot be used for cover/ etc.

However...as mentioned earlier... until this map is more developed I cannot see where to place tactical eye-candy.

~~~~~~~~~~~~~~
People are free to supply ideas of the direction this map should go in if they wish. This isn't a post-only-if-adding-to-map thread as far as I can tell.

I have the idea that allies would spawn outside the main gate and would have to enter the "castle"(?!?) to destroy/ steal whatever. Apart from entering via doorways (the main gate plus side doorways), I'm thinking of adding a plunger to allow part of a wall/ tower to be blown away.

Cheers,
Scronty

Posted: Sun Apr 04, 2004 3:45 am
by Scronty
Afternoon, All.

I claim the map.

Cheers,
Scronty

Posted: Sun Apr 04, 2004 4:10 am
by Scronty
Afternoon, All.

I release the map.

The link to the file is here:
http://www.scrontsoft.com/mohaa/mohaa.htm

What's been done is the following:

1) The western wall has been added. It's the same width as the front (southern) wall, however it's the height of that doorway near the top of the large tower.

2) The smaller eastern wall has been extended for the possibility of a building of some sort on the northern side of the courtyard ( where the stairs are infront of player-start).

3) A long, thin jetty has been built outside the western wall.
All along the western wall, actually :) . This is for the possibility for it to be extended around a corner on the northern side of the map for the placement of a small harbour possibly (unless we don't want/ need that).

4) The bottom of the moat/ canal has been widened along the western wall for the purpose of possibly adding a street/ jetty/ road opposite the western wall. The idea being that a couple of boats (barge + dinghy?) would be located near the southern end of the western wall where allies could cross to the stairs.

5) Above the stairs outside the western wall is a plunger attached to a bomb. The allies can use this plunger to blow a hole through the western wall to gain another access area. :P

For testing purposes I've added another plunger/ bomb inside the main courtyard. I've also copy/ paste/ moved a couple of stairs from the moat/ canal bottom up to the stairs outside the western wall. These are for testing purposes only for access to the outside plunger/ bomb, and will be removed once there's something in place for the allies to be able to get to the western wall stairs (i.e. crossing a couple of boats ).

Cheers,
Scronty

Posted: Sun Apr 04, 2004 4:58 pm
by dooguesgoober4
Okay...so yeah this project is definitely NOT a n00b project anymore

You are definitely a very good mapper Scronty! The plunger looks great and acts great

Posted: Mon Apr 05, 2004 1:22 am
by Scronty
Afternoon, dooguesgoober4.

Thanks for the compliment, however I still have a lot to learn (particularly when it comes to vis and improving fps).

During that last update I modified the large brick-pillared tunnel so that, when Detail is switch off (ctrl+D) the tunnel is just plain rectangular corridors. This means we can use Hint brushes/ etc to improve vis, which wasn't possible the way it was built earlier (the brick pillars made up part of the walls before. Now they're Detail brushes as well).

For blowing a hole in the wall I had a look at Tom's (tltrude) "explodingdoor" example map. At the bottom of the map he's got a few boulders which get blown up via a plunger.
After seeing how he'd set it up, it was pretty easy to add the same thing to this community map.
Please note that #set 1 and #set 2 have been used for the wall exploders. This means that people cannot use set 1 or 2 for any other script objects, as it would stuff up the destruction of the wall.

Also: Is there anyone else actually working on this map? It's now been in the community for over a month and only three people have worked on it ?!?
Is it that most people are too busy at the moment for adding to the map, or are they still waiting to see what the theme turns out to be before deciding what they'd add?
I still say a dutch windmill would look out-of-place on this map :? . Plus I still don't know what possible objectives would be used.
Maybe a weapons/ exposives cache under the "fort" which the allies have to blow up? I dunno.

Cheers,
Scronty

Posted: Mon Apr 05, 2004 1:48 am
by dooguesgoober4
Yeah, its kinda upsetting that nobody else wants to work on this map....IMO i think this level is gonna be much better than Storage Facility, but thats just my opinion....and yeah i think this level would be a great OBJ map....well have to work something!!

Posted: Mon Apr 05, 2004 5:04 am
by Cheetohs
I think i can claim the map sometime early this week. Who has it right now?

Posted: Mon Apr 05, 2004 8:57 am
by Scronty
Afternoon, Cheetohs.

The map is currently released.

Cheers,
Scronty

Posted: Mon Apr 05, 2004 9:00 pm
by Cheetohs
Afternoon Scronty,

I'll claim the map but i wont get much done tonight, i have some stuff going on, but ill work on it tomorrow and release it tomorrow.

Cheers and a half,
Cheetohs ;)

Posted: Wed Apr 07, 2004 2:38 am
by Cheetohs
Ah, sorry, i cant claim it, i havent done anything to it of lately. SOmething came up and i cant find any time to work on it :(. SOrry guys

Posted: Wed Apr 07, 2004 3:13 am
by dooguesgoober4
Alright so the map is officially released.....come on guys.....we need a bunch of good minds on this map....not just two or three!!!

Posted: Mon Apr 12, 2004 6:23 pm
by dooguesgoober4
BUMP.....hehehe