How open is that hive from across room harassment from riflemen? (Mineshaft Cave style)
the crates blok los from 1 entrance, where as the other side with the conveyor is a little open, luckily though its a very strong alien location. Im working on providing abit more coverage as well.
geode is cool but it isnt really feasable to make one from props and geo n game, needs an actual model to look right im afraid. I may experiment with creating one in the editor but its unlikely to look good enough.
geode is cool but it isnt really feasable to make one from props and geo n game, needs an actual model to look right im afraid. I may experiment with creating one in the editor but its unlikely to look good enough.
Yea you'd at least need custom textures.
So when can we playtest this map!??? I'm getting anxious.
geode is cool but it isnt really feasable to make one from props and geo n game, needs an actual model to look right im afraid. I may experiment with creating one in the editor but its unlikely to look good enough.
Yea you'd at least need custom textures.
So when can we playtest this map!??? I'm getting anxious.
IxianDenmarkJoin Date: 2014-03-16Member: 194783Members, Squad Five Blue
What kind of map purely gameplay wise are you looking to make? A competitive map? A Pub server map? Before you work too far into this gorgeous map, you might want to consider your product, for as it looks right now, its not leaning toward competitive gameplay - I would love to be wrong, as these images offer very little information.
I agree that it a very mono-coloured map, with a hint of gold and blue here or there. To continue your train of thought, what did the marines discover more than the kahra? Aincient ruins? Living tissue as walls? Minerals? Or simply an incursion by the marines into Kaahra territory? These thoughts might make the map jump more to life.
map is not going to be a competitive map, map will likely be 5 tech and a double res. Map is probably going to be bigger than any other map currently available.
is there a chance I can see how the layout is planned? You always make really pretty maps but from my ecperience they don't always play that well
layout is basically in my head. But i did learn quite a bit from my previous maps. This time it should go a lot smoother.
My basic principles for this map is to keep each room large but with plenty of cover. Utilize all dimensions of the room including the ceilings and floors. Basically make sure there are no narrow bottlenecks that should hopefully keep the game flowing.
The map should be fun especially for lerks and fades.
The looks is soooo satesfying!
But you havn't forgate hydra right?
i will continue to work on all my maps but its difficult when custom maps are played rarely and feedback is even rarer. I mean if i knew what needed changing i would work on it.
Yea but you are only posting screens, no overview or workshop link what would help a lot.
The problem with hydra is: There are servers that host the map but you can't play it because when the game should start, the marines lose their command station and the game "stucks" so you have to do a reset vote. When you try again the same thing happens. It is basically unplayable.
Yea but you are only posting screens, no overview or workshop link what would help a lot.
The problem with hydra is: There are servers that host the map but you can't play it because when the game should start, the marines lose their command station and the game "stucks" so you have to do a reset vote. When you try again the same thing happens. It is basically unplayable.
thanks for letting me know ill look into it, wish people would let me know these things so i can fix stuff.
Yea but you are only posting screens, no overview or workshop link what would help a lot.
The problem with hydra is: There are servers that host the map but you can't play it because when the game should start, the marines lose their command station and the game "stucks" so you have to do a reset vote. When you try again the same thing happens. It is basically unplayable.
thanks for letting me know ill look into it, wish people would let me know these things so i can fix stuff.
still more work to do on the bridge area, also the crane is just made up of a mish mash of props, if anyone would like to make a robotic crane model it would be most appreciated
IxianDenmarkJoin Date: 2014-03-16Member: 194783Members, Squad Five Blue
Even though its not a competitive map, i still want to give a warning about a frustration every players can experience - lifeforms hiding where you cannot shoot them. Please, do make sure that marines have a way to clean out aliens from below that bridge It still looks gorgeous
This room is finally finished, probably going to be called bridge.
As you can see there is a sort of upper shelf area in the far part of the room (in green). Should provide some nice hiding places.
My initial idea for this map came from mineshaft ready room, i took that room and then started to design a level based around the concept of that room.
My initial ideas for there map were to keep each room large with no bottlenecks. Every room needed to be a spectacle and worthy of being considered a centre piece of a typical map of its self.
Large rooms with plenty of cover.
The next few rooms are going to take quite a while to do and so it will be a while before i post another screenshot, maybe a video next time
Comments
the crates blok los from 1 entrance, where as the other side with the conveyor is a little open, luckily though its a very strong alien location. Im working on providing abit more coverage as well.
huge geode in mexico
Yea you'd at least need custom textures.
So when can we playtest this map!??? I'm getting anxious.
gonna be a while yet
I agree that it a very mono-coloured map, with a hint of gold and blue here or there. To continue your train of thought, what did the marines discover more than the kahra? Aincient ruins? Living tissue as walls? Minerals? Or simply an incursion by the marines into Kaahra territory? These thoughts might make the map jump more to life.
Awesome work - keep it up!
layout is basically in my head. But i did learn quite a bit from my previous maps. This time it should go a lot smoother.
My basic principles for this map is to keep each room large but with plenty of cover. Utilize all dimensions of the room including the ceilings and floors. Basically make sure there are no narrow bottlenecks that should hopefully keep the game flowing.
The map should be fun especially for lerks and fades.
This room was a real pain to make
But you havn't forgate hydra right?
i will continue to work on all my maps but its difficult when custom maps are played rarely and feedback is even rarer. I mean if i knew what needed changing i would work on it.
The problem with hydra is: There are servers that host the map but you can't play it because when the game should start, the marines lose their command station and the game "stucks" so you have to do a reset vote. When you try again the same thing happens. It is basically unplayable.
thanks for letting me know ill look into it, wish people would let me know these things so i can fix stuff.
about 60% so dont get to excited
This room is finally finished, probably going to be called bridge.
As you can see there is a sort of upper shelf area in the far part of the room (in green). Should provide some nice hiding places.
My initial idea for this map came from mineshaft ready room, i took that room and then started to design a level based around the concept of that room.
My initial ideas for there map were to keep each room large with no bottlenecks. Every room needed to be a spectacle and worthy of being considered a centre piece of a typical map of its self.
Large rooms with plenty of cover.
The next few rooms are going to take quite a while to do and so it will be a while before i post another screenshot, maybe a video next time
More work, this time we are going outside