emp_money redone (maybe)

Discussion in 'Mapping' started by nuke, Aug 3, 2006.

  1. Chico

    Chico Member

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    Just to know. Is there a way to forbid some research type in a map ? So for some maps when arty would be really boring, the mapper just need to deactivate it !
     
  2. Solokiller

    Solokiller Member

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    At the moment you can't, but i've suggested an entity which can do that.
     
  3. Shinzon

    Shinzon Member

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    How about adding a sort of "Middle ground" So it will be the 2 starting positions (With all the res) and then a patch in the middle possibly with ruins and such, just to liven up the map besides having 2 plain artyiable bridges?
     
  4. Doobie

    Doobie Ancient Tester

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    solokiller I'm sorry if I pissed you off with that comment about emp_escort.

    All im saying is that ANYONE can make another map like the ones already made for empires, and please do, but why not name it something else?? It's annoying (to me as a gamer) to have a bunch of maps named all the same thing but with numbers or crazy simbols after it. Why not just make a new map that is like money with the features you want to have in it. Then name it what ever you want.. here are some suggestions
    Emp_gridlock
    Emp_crossing
    Emp_bridge
    Emp_bridgewalk
    Emp_battle
    Emp_outlook
    Emp_death_water ;)

    Im not trying to be mean, and I dont care if you use my ideas, but if you want to make something better, why not make something that you can call your own?

    On subject, Im kind of waiting to make huge changes to the maps till all the features are solid (like for version 1.1 or version 1.5 or something) I know arty will be changed, and i dont want to be forced to change the map around every release. Suggestions are always welcome, and plz feel free to make more maps like these. They are fun and fast, and generally the favorite for nubs.
     
  5. katana9000

    katana9000 Member

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    How about making the gap and consequently the bridges longer so that arty can't hit the enemy base without being at least a fair distance up the bridge. This would promote more tank and inf. warfare along the bridges rather than shelling the enemy base from on top of the hills.

    PS: Doobie what changes are planned for the arty? Are they beefing them up, toning them down, or just reconfiguring them?
     
  6. nuke

    nuke Member

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    They only thing I want to do to it is give it some upgrades and to fix some bugs on the map
     
  7. Solokiller

    Solokiller Member

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    I just don't want to make a map right now for source, i'm busy with a sven co-op 3.5 defend gametype of map. I do have a very simple emp_money lookalike i could make, with 1 very long bridge, dirt road on egdes of the map and other routes ,anti-arty stuff will be in too, but i don't feel like making large maps right now.
     
  8. eth0

    eth0 Member

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    How about making the bridge in money destructable like small link bridges i n emp_isle. that way you need quite some arty shell to span that gap ;) Also both sides could rebuild their bases and that would make the average emp_money game last, oh say 2 hours?
     
  9. nuke

    nuke Member

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    I am not doing the project anymore because I lost my old computer with everything on it
     
  10. arklansman

    arklansman Member

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    Cyber (and me) should be releasing remoney sometime soon. :)

    Of course it doesn't have bridges.
     
  11. Cyber(Gunner_Yeyz)

    Cyber(Gunner_Yeyz) Member

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    Most of the work on my current remake of Money is done including lighting, fog, textures and the like.

    The only thing really needed now is fixing the issues of the current version I have and making the map not need the arty to get out of a stalemate.

    I will be making a post about the map soon enough since it is getting really close to being finished...
     
  12. Private Sandbag

    Private Sandbag Member

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    that map looks really really good.

    I hope it doesn't entirely replace the old map; the old map has some good qualities too. also, is it a bit dark? all of it, including the underground might benefit from some lights, and perhaps some small additions like pipes along the walls or light switches or something. just a little boxy. other than that; well done, it looks incredible.

    Edit: also, sorry to be picky but the stairs could benefit from just a flat surface underneath them, because floating blocks look just too unrealistic. but keep up the good work. I'm downloading SDK now, and so if i could model some small details for you I would be happy to. just tell me what.

    2nd edit: on pic 11 of the zip folder, on the struts that run around the very edge of the map, you can see that the far one at the back by the refs doesn't connect at the top.... also is it possible to get to the roof on the minifort? a ladder or two would be GREAT.
     
    Last edited: Jan 14, 2007
  13. Solokiller

    Solokiller Member

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    If you would redo money, make sure to add some roofs over the bridges that infantry could use to get around vehicles.
     
  14. Cyber(Gunner_Yeyz)

    Cyber(Gunner_Yeyz) Member

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    The whole lighting issue is a major issue for me. I am working all around with the lighting but at this point even a fast compile takes an hour and it is slowing my progress with the lighting... but yes overall the map will be that dark. The box issue will be worked on but it will be the last thing I work on that isn't just a pollish.
    I see what you mean there with the stairs... I will fix that.
    Thanks for telling bout the skybox issue. That will be an easy fix.
    With the fort though, I want it so you can see the flag and who it belongs too so if I add on to the roof, the roof has to look flat either way.

    As soon as I get my most recent compile that I'm working on, I will send you (Private Sandbag) a link to download the zip of the map...

    P.S. The map is getting huge. 40MB for a fast compile!
     
  15. Private Sandbag

    Private Sandbag Member

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    wow, nice work! :D every mapper (me too, though my maps are for generals) goes through dull stages at times, at times when you really feel like your wasting your time. consider this: at the end, you will have created a map that will last in empires for years, played hundreds of times and giving good times to many. and if you quit halfway though, all your efforts so far will have been for nothing.
     
  16. Cyber(Gunner_Yeyz)

    Cyber(Gunner_Yeyz) Member

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    Are you high? My map isn't at a dull stage... nor am I. The area I am at is at the, "Fast compilings are now taking 2 hours and 30 minutes and I don't like to compile anymore."
     
  17. katana9000

    katana9000 Member

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    Well if you use xfire, you can send it to me uncompiled and I can compile it in a fraction of the time. (Not quite sure how much time it would save due to the transfers though.) Would be more practical when the time increases to a higher ammount I assume.

    xfire name: Kazuhiro9000
     
  18. Cyber(Gunner_Yeyz)

    Cyber(Gunner_Yeyz) Member

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    I am already your friend.
    I am JoseSkinner in Xfire.
     
  19. Solokiller

    Solokiller Member

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    If your compile times take that long, optimize the map with func_detail, higher texture scales and larger textures.
     
  20. Cyber(Gunner_Yeyz)

    Cyber(Gunner_Yeyz) Member

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    That is the sad part... I am using func_Detail and those fun other things.
     

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