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Exterminatus - Rival Species 2 => Contributions => Topic started by: Loxn on July 30, 2010, 10:43:24 PM



Title: ex_Ichar_IV map
Post by: Loxn on July 30, 2010, 10:43:24 PM
Because nobody writes a lot in the forum, I have thought to publish my map here to entertain  :o

History to the map:
http://wh40k.lexicanum.de/wiki/Ichar_IV (http://wh40k.lexicanum.de/wiki/Ichar_IV)
http://wh40k.lexicanum.com/wiki/Ichar_IV (http://wh40k.lexicanum.com/wiki/Ichar_IV)
(german history is much better  :-X)


Pictures: http://img.pulseone.at/multiupload-895a5745ef;3ef268b1c4;5dae45beb4;4e4f72bff8;cfd8b380dd;c7301d465d;aa2302b47c;a142ef5083;e6020f29a6;53178363ac.html (http://img.pulseone.at/multiupload-895a5745ef;3ef268b1c4;5dae45beb4;4e4f72bff8;cfd8b380dd;c7301d465d;aa2302b47c;a142ef5083;e6020f29a6;53178363ac.html)

-the map isnt ready
-tips are always good
-this map is only for "ex"

and now talk about my map!  <3



Title: Re: ex_Ichar_IV map
Post by: ChromeAngel on July 31, 2010, 06:32:17 PM
Ohh sweet! A new map!

Hello Loxn!

Looks like you've spent some time on this.  Have you tested the doorways for carnifex friendliness yet?  Small doorways can be a problem.

I'm not seeing any objective markers in these pics.  Are you OK with how the EX objective system works?

Window and door frames add easily improve the realism of a map.  I think a few of your doorways here could benefit.

I like the look of that landing pad.  Can't wait to have a nose around in person.  ;D


Title: Re: ex_Ichar_IV map
Post by: Loxn on August 01, 2010, 12:16:26 AM
Quote
Have you tested the doorways for carnifex friendliness yet
yes, but i havnt tested thrope yet.


Quote
Are you OK with how the EX objective system works
simply easy, but i had to read the manual first to create the mission/ex_mission :)
and...
does the "ex_dropzone" need more place then it actually is?
sometimes i spawn in some other place (alone on the map) or does the "compile settings for map testing" ruin the spawnpoints?


Quote
Window and door frames add easily improve the realism of a map
sry my fault i doesnt take lots of photos :D




Title: Re: ex_Ichar_IV map
Post by: ChromeAngel on August 01, 2010, 12:39:45 AM
does the "ex_dropzone" need more place then it actually is?
sometimes i spawn in some other place (alone on the map) or does the "compile settings for map testing" ruin the spawnpoints?

ex_dropzone(s) won't be used if their is anything solid in any part of them, but the box you see in hammer is pretty much accurate to the space it checks for solids in-game.

ex_dropzone's are only selected in relation to the ex_objective they are related to.  If their is no ex_objective belonging to the team you're on the location you get spawned goes through a series of fall back cases trying to find a valid place to put you.


Title: Re: ex_Ichar_IV map
Post by: Loxn on August 01, 2010, 03:12:21 AM
i think its not enough, you must put the zones far away from walls etc. to spawn there (and yes i see the big box)


Title: Re: ex_Ichar_IV map
Post by: Typheron on August 01, 2010, 10:55:02 AM
you need to make sure no part of anything is touching it, those spawn boxes can be fickle beasts and they really don't like sitting on a displacement.

Also remember they need to be assigned an objective to function correctly as part of the spawning system.

The old MDK for Ex used to have a nice example of how it worked as a map for hammer.


Title: Re: ex_Ichar_IV map
Post by: Loxn on August 22, 2010, 01:07:49 AM
new version new pics:
http://img.pulseone.at/multiupload-31d9544dbf;58155842c5;1cf13d3763;5cb4456f52;ccdf0763a4;90d2468b82;6cc053c14f;713fd3f7bd;eab6f0d838;afab04170d;45ce593452;b0914c547f;5a884c3aca;de0b465e9a;70579b0e8b;1a1b99a2fd.html

(sry 4 "small" link)  ::)


Title: Re: ex_Ichar_IV map
Post by: Loxn on October 11, 2010, 11:41:04 PM
:<


Title: Re: ex_Ichar_IV map
Post by: Bahl on November 06, 2010, 09:44:55 PM
:<

Sad to see that face :-(. I like the looks of your new version though! I can't distinguish from the old version, since I wasn't active here when you posted it. Do you want to continue on your map and has it reached a testable state?

In a note for possible improvements: When designing maps for the old RS1, I liked to add kinda gothic elements to the architecture to give it the special feel of the 40k universe. I see you make good use of the models, but encourage you to try adding some pillars, church style frames and similar things to your walls.


Title: Re: ex_Ichar_IV map
Post by: Loxn on November 24, 2010, 08:24:29 PM
Some new PICS ! :)

http://img.pulseone.at/multiupload-e36d805a7b;a7ecbb17b1;85c66011c0;2a93946a1d;b06a67ba76;f510c3a43d;64e61017b9;d739394546;84e7e4801a;6b6665a362;ff6c7bcb1a;1dd225491d;39c961226a;e4d7938840;bbd9880141;692c812a43;cdfe2bca6a;eb6eb0e56c;1302c94b82;4a995007cd.html (http://img.pulseone.at/multiupload-e36d805a7b;a7ecbb17b1;85c66011c0;2a93946a1d;b06a67ba76;f510c3a43d;64e61017b9;d739394546;84e7e4801a;6b6665a362;ff6c7bcb1a;1dd225491d;39c961226a;e4d7938840;bbd9880141;692c812a43;cdfe2bca6a;eb6eb0e56c;1302c94b82;4a995007cd.html)


Title: Re: ex_Ichar_IV map
Post by: Typheron on November 25, 2010, 02:40:32 AM
good stuff, hows the objectives?


Title: Re: ex_Ichar_IV map
Post by: Loxn on January 28, 2011, 04:47:30 PM
fixed:
-few more spawnpoints on every objective (minimum 10)
-left side outside the warehouse "trophe bug" fixed
-some textures deleted 4 more fps


Title: Re: ex_Ichar_IV map
Post by: Loxn on February 14, 2011, 09:26:54 PM
fixed:
-space marine next objective is now landraider and not the "middle"
-model was outside the map


Title: Re: ex_Ichar_IV map
Post by: Loxn on March 04, 2011, 10:49:42 PM
fixed:
-some unrealistic bricks
-linked the 2 doors of the warehouse
-thunderhawk cast shadow
-a new ladder (for s-marines) between landraider obj. and the redroom obj.