Emp_Manticore Beta 5

Discussion in 'Mapping' started by [lodw]keef, Jan 12, 2013.

  1. [lodw]keef

    [lodw]keef Hobbit

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    [​IMG]





    Manticore
    Version: Beta 5
    By: [LoDw]Keef

    This map is a little brain child of a couple of us condensing the ideas that make a map work. Overall the map takes up the entire grid space but as you can tell from the minimap large sections of cliffs cut into it. the layout of this map is set to focus combat into certain sections of the map rather than having it diluted throughout. Plenty of smallscale urban for some hopefully fun urban combat without overflowing the map in buildings. Overall I'm pretty pleased in the direction this map is going, in the most recent beta its really been shaping up to some good combat. The res is relativity low on the map, little better than emp_canyon but still pretty low. This encourages more infantry combat for the urban sections of the map, and is fairly fun that way IMO.

    Thanks to Deadpool for writing the objectives summary, assisting with layout theory and time wasted on all the little things like naming. Thanks to all the testers and feedback during alphas to help shape the map into something better.

    Beta 5 is a bugfix, there was an error in my vmf had a broken brush based vehicle clip entity that could only be seen in the txt version. Added some random detail around the map. I also painted some slick mud onto the rubble piles, so between the slow water and the slick mud it's a real son of a bitch to drive in the canal.

    Beta 4 is mostly about gameplay layout change, the north and south grasslands part of the map have been removed and the commanders/starting raxes have been moved to next to the giant builds on either side respectively. This will shrink the gameplay area and force the combat more into the city. The east and west forests/grasslands have had a significant reduction in trees and leveling terrain to support full sized bases. I have removed the ramps down into the canal and all the stairways. 2 pseudo bridges have been added to the east and west parts of the canals out of piles of rubble(and yes I know they are the ugliest fucking things you saw) so there are now 3 bridges across the canal. This makes the map into a more linear figure '8' so the enemy has to go through you more so to get to the refs behind you, oh and on that note I have removed 2 ref from the map so there are now 6 of them and increased their res output to compensate. The shit water has been removed for some nice clear water, you will still drive slow in the canal though, not that there is any reason to drive in the canal now that I have removed the ramps however.

    The canal has been rebuilt entirely and made narrower overall to allow more barracks placement in several areas along the top of the canal. The center bridge also has a dip in it for some more varied terrain to fight on as well as create a one way ramp to the bridge from each sides starting base respectively.

    DOWNLOAD emp_manticore_b5
    -Mirror 1: Sendspace
    -Mirror 2: John Shandy's Blog

    CHANGELOG
    Beta 1
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    Initial Public Release

    Beta 2
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    updated visual geometry
    added cross-section walkway on middle bridge
    added many boxes throughout map for cover
    added various prop_statics throughout the map
    added more rocks and trees in grass areas
    raised height of NF start area
    raised the west city side up a level

    Beta 3
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    added bushes on sidewalks
    raised NF area ref side
    added garbage in alleys
    added random details around
    added signs on buildings
    moved canal stairs from next to main to canal corner
    added lights around map
    added boxes to canal edge

    Beta 4
    ------
    Removed the top and bottom sections of the map with cliffs
    added various detail geometry to the map
    replaced ramps with pseudo bridges due to map layout changing
    increased static res flow due to removing a refinery on both sides
    rebuilt the center canal and bridge
    opened alot of area for building placement
    removed shit water, still slow driving in new water though
    added some more buildings

    Beta 5
    ------
    Fixed random bug that would cause an invisible wall in the center of the map
    Added random details to the map
    added a 'grease' texture to the rubble in the canal, between the slow water and slick mud driving down there is a real bitch.

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    BE starts in the South and NF starts in the North.

    SCREENSHOTS

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  2. complete_

    complete_ lamer

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    oh, you know what causes that invisible wall at center?
     
  3. [lodw]keef

    [lodw]keef Hobbit

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    Pretty sure it was a jacked vehicle clip brush, I was able to get it to repeatably happen on a LAN game. I did several game tests with this version and it hasn't happened again. I think it happened when I sloped the end of the sidewalks, I had sloped the vehicle clips to the sidewalks as well.
     
  4. Guns and Wham-O

    Guns and Wham-O Banned

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    Two problems with the map:


    Tanks get stuck. Consider adding some trees and/or rocks or elevating the terrain.
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    Minimap fails to work properly. Refineries do not show up.
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    Last edited: Apr 4, 2013
  5. Trickster

    Trickster Retired Developer

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    Refs not showing up is more likely a game bug rather than anything to do with the map. But I did get my CV stuck in B4/B3 when I fell off the side of the wooden bridge.
     
  6. [lodw]keef

    [lodw]keef Hobbit

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    Ya the tank stuck should probably just have some little pillars to keep you out of the hole, and as far as the wooden bridges go....I actually never liked them or the way they came out, I just didn't have a better plan that would accomplish the same thing.
     

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