emp_fury

Discussion in 'Mapping' started by Silk, May 1, 2017.

  1. Xyaminou

    Xyaminou Member

    Messages:
    1,369
    Likes Received:
    156
    Trophy Points:
    0
    [​IMG]
     
  2. Silk

    Silk Mapper

    Messages:
    3,147
    Likes Received:
    36
    Trophy Points:
    0
    Guess they're not included in the game.
    They should, they're good models

    Updated the link to include Misfire's tankbaricades
    Try with the new link X
     
  3. Xyaminou

    Xyaminou Member

    Messages:
    1,369
    Likes Received:
    156
    Trophy Points:
    0
  4. Xyaminou

    Xyaminou Member

    Messages:
    1,369
    Likes Received:
    156
    Trophy Points:
    0
    Some very early feedback (ignore until we've played a good round on it):
    BE Could use a bit more building space in their immediate main base.
    Outer Ring could use more refineries (depending on the ideal player count).

    [​IMG]
    [​IMG]
     
  5. Silk

    Silk Mapper

    Messages:
    3,147
    Likes Received:
    36
    Trophy Points:
    0
    Ah ffs i that this engine
    Well those were all the materials that i know are used
    Link offline, will try again in a few days if i find a way to tell which materials it uses.
     
  6. мrвlυeѕĸy

    мrвlυeѕĸy Member

    Messages:
    140
    Likes Received:
    12
    Trophy Points:
    0
    Needs a button to trigger a giant piece of toast to pop out of the middle....
     
  7. Xyaminou

    Xyaminou Member

    Messages:
    1,369
    Likes Received:
    156
    Trophy Points:
    0
    Do you have a download link for misfire's tank traps?
     
  8. Silk

    Silk Mapper

    Messages:
    3,147
    Likes Received:
    36
    Trophy Points:
    0
    Found the materials i think, there's a new download link: https://www.dropbox.com/s/wfgya33gw2irrnh/emp_fury_rc1.rar?dl=0

    The .res file is getting ridiculously long though, so much room for syntax errors

    Edit: off to bed, i'll be offline for at least 20 hours

    Stuff like the BE build space will be for RC2, the models i hope to have fixed though
     
  9. Xyaminou

    Xyaminou Member

    Messages:
    1,369
    Likes Received:
    156
    Trophy Points:
    0
    For RC2 you might also want to put vehicle clips at the entrances of the middles' infantry paths, BE jeep can make it through almost all of them and NF jeep can make it through one of them.

    I heard someone mention something about pakrat to include files in the .bsp might want to look into that?

    Alright, looks like you did it!
    [​IMG]
     
  10. Silk

    Silk Mapper

    Messages:
    3,147
    Likes Received:
    36
    Trophy Points:
    0
    Was unsure about the vehicleclips. A jeep isn't the biggest problem there, especially not if it's a hassle to get there. Depends on what is the most annoying option
    a) getting there with a jeep annoying the infantry
    b) hitting an invisible wall with jeeps
    It's definitely an option

    Btw concerning resources and strategy ... it's indeed up to playtesting. I like the setup as it is:

    x6 income from the outer circle
    x6 income from the middle

    however since x4 are used at mapstart, that only leaves x2 to gain in the outer circle, making middle 3 times more interesting for res income at map start.
    however building placements and vehicle combat, and therefor winning the game, can only be done in the outer circle, so both are equally as important for different reasons

    I'm curious to see how the map will get played. No idea if this leads to good gameplay. This is the first time i just started with something, no thinking involved.
     
  11. Xyaminou

    Xyaminou Member

    Messages:
    1,369
    Likes Received:
    156
    Trophy Points:
    0
    For those of you too lazy to look at it yourself, here is a small preview:


    I just hate fighting jeeps since it's almost impossible to hit the drivers.

    Yeah the outer ring is a bit bare but like you said, good luck winning without it. Which is why we need to get a good feel for the map before changing it.
     
  12. Kidpaler

    Kidpaler Member

    Messages:
    738
    Likes Received:
    58
    Trophy Points:
    0
    Please don't pakrat.
     
    VulcanStorm likes this.
  13. Kidpaler

    Kidpaler Member

    Messages:
    738
    Likes Received:
    58
    Trophy Points:
    0
    Looks and plays amazingly.

    There is one problem I noticed, the skybox doesn't match the actual world displacements as seen below.

    20170513170059_1.jpg
     
  14. Silk

    Silk Mapper

    Messages:
    3,147
    Likes Received:
    36
    Trophy Points:
    0
    Yeah thanks for noticing ingame, took a screenshot and put it in my to do list
    Also found a displacement floating so you can crawl underneath

    Also doesn't the minimap automatically show the gridnumbers like A1 to E5? It seems like i have to add that to the image itself
     
  15. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

    Messages:
    9,509
    Likes Received:
    111
    Trophy Points:
    0
    Bottom right corner of the minimap. It's right there.
     
  16. Xyaminou

    Xyaminou Member

    Messages:
    1,369
    Likes Received:
    156
    Trophy Points:
    0
    He means like this on each of the squares like a lot of maps do. Yes you have to add the manually to the minimap's image.

    I'm also happy to report that with this new 200mbit/s upload everyone finished downloading the map in under a minute, hooray!
     
  17. Sgt.Security

    Sgt.Security Member

    Messages:
    3,137
    Likes Received:
    140
    Trophy Points:
    0
  18. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

    Messages:
    9,509
    Likes Received:
    111
    Trophy Points:
    0
    That has never been a feature indeed, the maps that do have those grid markers had them added manually.
     
  19. Silk

    Silk Mapper

    Messages:
    3,147
    Likes Received:
    36
    Trophy Points:
    0
    Nice!

    Also yeah i'll be adding the numbering. When X was telling all squads where to go I was like "where is B2". The thing said i was in B3 but the spawn was either in D2, D4 or B4 depending on where the numbering starts, so i couldn't figure out what was what. Glad i could follow Paradox ^_^
    Stupid me realised too late that B3 was referring to my spectator viewpoint, ... which indeed was B3
    If i never had this problem in the past, it must be because i knew how the minimap worked, but after all this time i had no clue. Same must be true for many new players.
     
  20. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

    Messages:
    9,509
    Likes Received:
    111
    Trophy Points:
    0
    Wait....really? Establishing grid coordinates is maps 101 O_o
     

Share This Page