Ok guys, new version of this map is done. Bases now have retracting blast doors that are team specific triggered. Since screenshots wouldn't do the changes justice, I made a video to show it off. emp_caverats_rv1a New Changes: Retracting Blast Doors Overhead area above blast doors for turrets. Stairway access to Overhead Generators now have spawned lev 3 mg/ml when built Turrets will die if generator is destroyed by enemy Full Com view zoom out/easier to give targets/Place buildings. Latest Version Here:Download emp_caverats_rv1a https://www.youtube.com/watch?v=kiehRZgE6xI Previous Version Here:emp_caverats_rv1 Current Version:emp_caverats I was just looking for any input on an idea I have for a map, and it is in early stages. Map is entirely cave based, but would be a com style map. I already have all the displacements created and subbed, and some tweaking already done.
Cave? You mean like downfall? Or actually like those caves in vehicletraining? Just carefully arrange chokepoints and ref sites, those are the most important things.
I wonder how that works, is the comm able to do stuff in the caves? Because I can just imagine how big a pain it is to manage the camera on such a map.
I always wanted to make a map like this. Just never came down to actually do it. How you solve it in Hammer I don't know, either you have very huge cliff caves, so the commander view can move around in it or you could have smalleer cliff walls and a low ceiling (you can see through displacements if you look behind them), not sure if the commander would be able to place buildings however.
Main issue is working out how the Commander view will move within the caves. Solve that and you're golden. I don't really have the mapping knowledge to say whether this is possible, but potentially the top of the caves would need to be in the skybox or something.
At first I was thinking the same thing about the com view and had thought about using flag caps for resource points, but I figured I would give it a shot. Using the minimap from com view, com is able to navigate pretty much most of the map. Has kinda the feeling of Streets of Fire, but pretty much any area on minimap is able to be navigated. I will try to post some prelim pics, these are really early stage, as texturing is pretty much one texture and lighting is just so I can see in early testing. Just some examples of what it incurred, to 1.5hrs Yes, thats hours, to subdivide the displacements. The map is a Full size map, coming near the extents that hammer imposes. For an example, in the center area I was able to place 2 be vfs, 2 be barracks, repairpad and the 2x ref with room to spare.
Holy shit Doc. That's incredible. I never thought I would actually care about the atmosphere of a map, but this is sick as fuck.
I have a slight concern with 3 phase on this map. It looks like you have a straight path between the 2 bases which is fine, but if a team can't effectively wall off the cave if they need to it might be a bit frustrating.(Worrying about 3phase tanks driving up the walls past defenses.) Though I suppose you plan to have a bunch of stalagmites and rocks every where, so it'll be fine. It has a simple layout, but it has a good atmosphere and will probably play well, can't wait to try it out.
you know you dont need to subdiv the map as a whole - if you add 2 extra disps in any direction where it will touch other displacements for subdivision they will fit (so basically a border you delete later). idk if this explanation is enough ...
Doing a cave map was always high on my wish list for maps. Only thing keeping me back was the lighting. I wanted to avoid having completely dark areas yet making the cave completely lit didn't give the atmosphere I wanted. That said ... caverns with a beautifull ssbumped material on it combined with high contrast lighting should look awesome. Go for it.
Now if only it would be possible to hook up the commander view to cameras installed on the map, which need to be contested by the players...
Yeah, lighting on this thing is becoming somewhat of a PITA(Pain in the Azz). Had to revert to separate LDR and HDR to get it through. Here are couple more screenshots after running full lighting.
its tight, but not so much you cant place stuff, using the minimap you can pretty much get anywhere you need to drop stuff