Emp_silo RC1 NOW RELEASED! update: RC5 is redone and ready for play. Very few changes from rc4. color correction has been removed as it appears to be broken and wasn't that great in the first place. A very fun map IMO, I may not have done it justice but this release is just to get it out there. Hopefully there will be more to come. -varbles http://dl.dropbox.com/u/2644783/maps/silo_rc5.7z http://dl.dropbox.com/u/2644783/maps/silo_rc5_bzipped.7z /update Another prop spammy map from the idiot that brought you Insurrection, redid Slaughtered, (WE DON'T TALK ABOUT SLAUGHTERED) and made some pretty displacements and textures for emp_hazard. Unlike two out of three of my maps however, this one is COMPLETELY ORIGINAL! (if you don't count a striking simarility in layout to emp_forest/nomis as unoriginal) Basically, this map be set in a lightly forested area at dusk, (because brown = real, obviously) with a cluster of SAM sites in the North West, a nice river in the south east, and a thermonuclear missile silo in the middle. Middle is, or will be blessed with a minefield, for extra fun, as well as being marginally more prop spammy than the rest of the map, making vehicle driving difficult. A cappable flag confers +6 (non scaling) resources upon the posessing team, and cool spotlights make everything look pretty. Lighting is as dark as possible to enrage players like RKB, and while the layout of the map is good for visblocking, the number of props on the map will bring FPS to levels slightly lower than the average empires map. /sarcasm. Now, because screenshots are nice, here are some HORRIBLY OUTDATED screenshots. (no outdated screenshots for you)
I hoped nobody would notice I did a straight copy paste from that version I'll probably rename it for the time being, especially since as it stands there is little in the way of silo, aside from some above ground structures. (thats set to change in future versions) The map itself is pretty much done now, I'm just waiting on brutos to setup a VMPI compile. I mapped it in about a day and a half. I was ill for most of the weekend, and I had little else to do.
It should be finished compiling by tommorow. FPS should be fine in most areas, although I suspect looking across the middle from either of the bases is likely to cause a (slight) drop, as well as looking north west from the south east.
...... 1. get it optimized BEFORE compiling and releasing 2. NO ONE will play it if its too dark to see shit, garunteed. 3. looks pretty, should lag lol
So I kinda slightly maybe redid the middle and south. (and some other bits, but i'm too lazy to show. cl_leveloverview isn't working either.) NEW TUNNEL INTO THE MIDDLE. (Will add kinks and stuff to block visibility laters) THE TERMINUS OF SAID TUNNELS. (with func_breakable grates that you can destroy with supar strength melee strikes) A PICTURE OF THE SLIGHTLY REWORKED MIDDLE, WITH THE VERY SLIGHTLY PHALLIC, BUT NETHERLESS NASTIER AND POINTIER THAN GRIZZLY'S ICBM IN THE BACKGROUND. (If you can see any floating props in the picture, I most likely know about them. Also, SPOTLIGHTS ARE ANGLED WRONG WAY. WILL FIX.) Its all still very WIP, as I plan to add bigger tunnels into the middle from the other sides, to block even moar vis. (thanks chris for the suggestion)