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
looks good. tutorial : http://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources you could also simply download/check a zip/rar of a custom map that u've seen work on a server and look at the files in it and the directory structure needed. That's the easiest way, mimic.
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
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
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.
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.
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''
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
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?
Everything func-detailed and not a single hidden brushside without nodraw. I dont see good placed for areaportals or stuff like that.