Working on (hopefully) a new community map.
With stratos complete I'm now taking on a new project. I'm currently trying to get a proof of concept going for my next map and I would love to hear some suggestions from everyone. Please keep in mind that this is a really rough concept.
I'm trying to figure out how to make the center of the map feel more open without being so big. Invisible walls are out of the question and the only 2 things I can think of is adding some sort of force field or make the walls and ceiling entirely out of glass.
If anyone is interested in helping out with the map please let me know. I really would love some help with this project.
If anyone is interested in helping out with the map please let me know. I really would love some help with this project.
Comments
The biggest obstacle here is the arc ranges, of course. I'm not opposed to hive's being arcable... I mean... that's what they're for. But you gotta watch out for them being cheesey (ie > 2 corners to go around to defend against arcs, plus long hallways... etc.)
As far as wacky ideas... I've had one for a while now. It sounds really stupid at first, but hear me out. What if the map takes place on some kind of airship, maybe something like the helicarrier from Avengers. You know... not in space, but far enough off the ground to where you're effectively on a floating island. Most of the map would be contained inside the ship, but there would be a couple of outside-access areas. These could almost function as massive vents for aliens. It would have to be surrounded by invisible walls to prevent aliens from going too far away. They wouldn't be hindered from flying all around the ship but... that's not really accomplishing very much, so there's not much point in really hindering that.
I just think it'd be cool to fight on a big ship, occasionally passing through the clouds (if you're outside).
I really want to avoid using invisible walls. I was thinking something along the lines of a death trigger ceiling, kind of what they have in Gravity on descent.
Well that's even more frustrating. Not only can you not see the wall, but you lose your lifeform as well.
I like the idea of a crashed airship being 1/3rd of the map too.
No, we're stuck with the default two door models, unless you want to use the Extra Entities Mod... which I don't recommend. (Doors are a bit buggy in that)
You can make your own door rather easily or you can ask me for the source.
Your definition of "easy" is quite different from mine... (Unless you're referring to some non-lua way of doing this? )
Ah, interesting... So what does the "clean" option actually DO? Does it just append "_clean" to the name of whatever model is specified?
Yes.
I'll make an option to change door model.
Don't forget to break ladders!
a huge room in the middle =D loocks nice, since we can't see players far enough i suggest limiting the walkable way somehow, deathtrigger could be funny with some kind of shieldlike texture
i like thinner more, its more open visualy
the segments fit well together
i hope the number of faces is acceptable: 864 / 3 = 288 per segment.
(a while i was thinking its unaccurate but i snapped on grid instead of corner *=))
still you'd need to hide one room from another in the open area with walls or props if they'r distant i guess
it can be small rooms and hallways but open visualy anyway
only the structure form mathers, i got inspired by gyger and did want to try an outside of this kind
https://www.dropbox.com/s/s6an38ez8s62mme/try6.level?dl=0
.. still thinking and trying, hopefully for something different,
sry i uploaded a .level file cose screenshots wouldnt talk about this becose i have no outside texture
maby it was more the need to show wich stoped me from screenshot.. =P
aan occlusion concept without occlusioncully xD
You can perhaps make (big) waterfalls with freezing water. (doing damage) so folk stay out?
/known nothing of mapping
humm, i stop writing here till i get a reply else it gets penetrant..
This is my current progress with the map.