As promised in another thread here is my map for the so called "Doomsday" game mode. Actually it is not really a new game mode, merely a map mod with some entities. Search the Suggestions forum for it. emp_caldera is planned to have 4 res points (1 close to each starting base, one in the city, one near the center) and 3 control points for the silo (1 in the city, one close to the silo, one in the open field). The BE base is in the north-west, the NF base is in the south-east and the city is located in the north-east. Mr. Wiki, would you please now explain the setting? Mr. Wiki: Sure. *Hrm...hm*, excuse me: 'A caldera is a volcanic feature formed by the collapse of land following a volcanic eruption. They are often confused with volcanic craters. The word 'caldera' comes from the Spanish language, meaning "cauldron"'. Thank you very much, Mr. Wiki. OK, enough said, here are some shots from a prealpha compile. Top row: standing in the center facing south-west, BE base from below, BE base top view Middle row: city top view, NF base, center of the map with the silo & tank & city in the far background Bottom row: serpentines, control point in the south-west, silo control room ... Ohoh, take cover!!! PS: Don't let the minimap fool you, this is not canyon
Cyclopean was indeed the main source of inspiration. But there is a big difference in the city. The streets are narrow. It is possible to drive into the city, even with the cvs but then you are an easy target for grenadiers and riflemen with stickies. It's difficult to maneuver, cvs have to drive backwards to get out again.
Cool a silo! I always thought this game would never put them in. Good going on the map BTW but it would be kind of a pain in the ass for vehicles to get in the "city" or was that the point of it?
That was the point of it. I wanted to create an area for infantry combat. There is enough space for vehicles on the rest of the map.
Looks a bit flat and low detailed. At least the starting bases. I think they could be smaller and still fulfill their purpose. Also the city looks quite small to be a city. But I would like to test this map.
I think it is time to start testing so I compiled Alpha 1. You can find it at emp_caldera_a1.rar (thanks to Qwerty for his free file hosting service). Extract the file to your SourceMods/Empires/ folder. I never distributed a map so I can't guarantee that everything is setup correctly. We'll see. Here is a hint on how the launch mechanism works: Once your team controls all three control points go to the silo control room in the center of the map. There you just have to walk up to the "monitor" (the custom texture for it is not done yet). You don't have to press "use", just step in front of it. The launch sequence will then be started. If the sequence is running for the other team you can cancel it when you get close to the monitor. NOTE: Alpha version means the map will very likely crash many textures are missing many details are missing the map layout may be unbalanced the res nodes may give too much/few resources you may get stuck somewhere the lighting is not perfect etc. Should you find flaws of any kind send me a PM here in the forums.
thabks 4 the info! i will test the map! EDIT: There is an error in ur rar-file! Code: emp_caldera_a1.bsp.bak to all other guys, remove Code: .bak from the end! EDIT: Feedback... - This map is realy BIG! Good for many players! - put some MG-Turrets on the main "bases" too, not only ML - the way up the satelite is funny, realy good idea. :D - 2 more refinerys would be nice - u cant build all things (radar,vf,raks,armory, repairpad etc.) on all positions. - more details for this map would be great (trees and more) Thx 4 the first look
Hello. Alpha 2 is now available. Notes: added a few textures added cubemaps (doesn't look like they work however - at least not on my machine) added some details & the rocket to the silo moved some trees which were nearly completely under the ground added some more trees added some more detailed brushwork to the city Have fun playing!
- Are you sure you didn't forget to build them ingame? - If mapsize is above 60MB, cubemaps don't work for my maps either (haven't downloaded your map yet)
I do build them, with mat_hdr_enabled 0. I try restarting the map / game and also mat_reloadalltextures. I compile with vvis at fast and vrad at normal. After it finishes building them it says something like "Can't find <skyboxtexturename>, creating default cubemap ...". It can build the cubemaps (I see the renders being drawn in the top left corner) but then something goes wrong. Maybe the skybox is broken? I use empsky_day1. I see the skybox files in my materials/skybox folder and it is also correctly displayed in game. I really have no clue why it does not work.
to start off, there's no minimap >< Complaints: 1. Pretty empty, granted you've got some areas built up, still pretty empty map 2. make the city bigger, make it as if it goes pass the map 3. again more detail overall 4. THOSE BASES ARE MASSIVE, maybe shrink them a little
Daaaamn, I thought you ment Caldera from The Elder Scrolls III: Morrowind :ยด( I liked the idea and I'm interested to see how well it'll work out!
I've got people from my community testing the map for ya they say what i said plus 1. parts of the ground flashes and console states this at those points CMaterialVar::GetVecValue: trying to get a vec value for $phongfresnelranges which is of type 1 2. ramps into bases are a bit steep 3. "interesting with the big hole in the middle"