emp_temple

Discussion in 'Mapping' started by -Mayama-, Aug 14, 2008.

  1. -Mayama-

    -Mayama- MANLY MAN BITCH

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    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    This map is an experiment if its possible to have a good game on
    a map most (half of them) ref nodes are not really protectable.

    Be / NF start south east and west

    yes you can drive with a afv/lt/apc around the gangway inside the temple.

    the temple res node is accesable from the front entrance and from top.

    you can get to the 2 temple ref nodes on the platforms from the
    west respectively east and from ground and the gangway

    the second pair of resnodes is only accessible from the west / east
    and a bridge that isnt destroyable connects them

    the last lonely resnode north is accessible from,
    well north -.- and from the water (a ramp is there)

    yes you can swim around the building south and sneak into the enemy base.

    every resnode is 1x because the 2 middle res nodes are the easiest to defend
    and I think thats bonus enough.

    DOWNLOAD:


    http://www.mediafire.com/?ax6izxmazjd

    THIS IS BY FAR NOT FINAL, NO FANCY STUFF ADDED
     
    Last edited: Aug 14, 2008
  2. bitchslap

    bitchslap Member

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  3. Chris0132'

    Chris0132' Developer

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    Needs more colour.

    Gray fog, grey sky, grey concrete and grey light is a bit boring.
     
  4. [lodw]keef

    [lodw]keef Hobbit

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    i think it looks fine, people get caught up in pretty effects too much anymore, what i am worried about is the teams that are mostly noobs getting absolutly slaughtered on this map though, any really expierienced player is just going to rape refs the whole game while the noobs the have a pitched infantry battle below
     
  5. -Mayama-

    -Mayama- MANLY MAN BITCH

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    ive added the download link
     
  6. DrummerX

    DrummerX Empires Tyrant

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    Up and running fine on Nachos

    Thoughts for Beta 1-2

    1. 3d Skybox extending the ocean
    2. Not so steep hills, hard to get be comm onto some of them hills
    3. some base defense, like a wall to protect from rocket snipping from up top
    4. put vehicle block along the sides of the structures to prevent getting stuck between the bars that wrap down

    Coments-
    -Easy to grief
    -Has a feel of being in england again
    -looking forward to the next release
     
  7. Jephir

    Jephir ALL GLORY TO THE JEPHIR

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    I like the fresh concept, it really stands out from the generic Empires map. Architectural features are well placed, great use of curved structures to make the scenery more interesting.

    You might want to consider working with different color tones in the map, using warm yellows and oranges that make the map more welcoming.

    So far it's looking great, I can see potential for this map to be a real hit.
     
  8. -Mayama-

    -Mayama- MANLY MAN BITCH

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    3D skybox wasnt in that release because it caused an error and i didnt
    want to compile another 8 hours bevor release to add the 3D box ^^

    I made the hills so steep so commander rushes are harder to do but if,
    after enough playing and feetback, most people think its not good i will change it.
    You shoudnt go on top ^^ it is an exploit, meh i player/vec clip and no build the
    whole top.

    can u please specify where to vec block so no one gets stuck.

    Yes its easy to grief but I think a griefer will always find a way.

    Yes color adjustment will be in the next release.

    THX for the comments :)

    EDIT: WHY NO TUNNELS AND BUILDING ON TOP OF THE TEMPLE???

    because from what ive seen every complex map with underground areas
    and other special places fails to have good gameplay.
    Empires seems to complex to go well with complex maps.
     
    Last edited: Aug 14, 2008
  9. -Mayama-

    -Mayama- MANLY MAN BITCH

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  10. arklansman

    arklansman Member

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    DOMO!

    Also, coming.
     
  11. -Mayama-

    -Mayama- MANLY MAN BITCH

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    OMG
    D:
    ive googled that
    D:
    its uhm... a bit similar
    D;
     
  12. LordDz

    LordDz Capitan Rainbow Flowers

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    But we still want it!

    Btw, higher the skybox while you're at willya? It was kinda low in that ''DO NOT FIRE AT THE CV-game''
     
  13. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Its higher...

    Sucky mayama has to compile it again cause he forgots to disable screensaver
    and got a "not enough memory error" :/ :/ :/

    so release tomorrow
     
  14. Broccoli

    Broccoli Member

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    Increase your pagefile size if this persists.
     
  15. -Mayama-

    -Mayama- MANLY MAN BITCH

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    I increased the pagefile size alot but it crashes again...

    EDIT: I rised the skybox about 1024 untis cause
    people told me its unconfortable to command cause
    of the low skybox... maybee thats the problem...

    My "half" compiled map is full vvis what takes about 5,5 hours
    and a broken vrad which only takes 2 hours.
    If I would run vrad again with that map, will I get lightning errors
    or would the new vrad just overwrite to existing, broken, one?
     
    Last edited: Aug 17, 2008
  16. petemyster

    petemyster Member

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    try giving it to someone else to compile
     
  17. -Mayama-

    -Mayama- MANLY MAN BITCH

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    I will give it a try this night...
    If it fails I have to bug someone else to compile it.
     
  18. Demented

    Demented Member

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    Try giving it to someone else to optimize. That would probably fix the rest of your problems. =P
     
  19. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Everything func-detailed and not a single hidden brushside without nodraw.
    I dont see good placed for areaportals or stuff like that.
     
  20. Broccoli

    Broccoli Member

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    Lightmap scales?
     

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