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Author Topic: ex_city_conflict  (Read 153787 times)
Dark Marine
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« Reply #30 on: April 11, 2012, 11:40:16 PM »

Here is the city_conflict version for the latest alpha.

Edit:

Link deleted. This version is already in the Beta 6.20
« Last Edit: May 08, 2012, 09:46:32 AM by Dark Marine » Logged

ChromeAngel
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« Reply #31 on: April 15, 2012, 10:05:36 PM »

Just been testing this as part of alpha 6.12.  To clarify each objective needs to have it's own set of dropzones, one dropzone per player per objective.  If it's a 16 player map (8 VS Cool you need 8 dropzones for each objective.

If the marines cannot re-cap the arbites station objective it's safe to put them in the same places as the tyranid start objective (thunderhawk does this already).  I would suggest putting another set of dropzones around the shield generator objective, so whoever owns it can spawn there.

What entity type was used for those lamp posts by the way?
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Dark Marine
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« Reply #32 on: April 16, 2012, 02:21:48 PM »

Dropzone are added and I change the spawn system a little bit. If somebody is capturing the generator then his race will spawn there (like you suggested ChromeAngel). Therefore I set the recapture time for the Space Marines a little bit higher.
When the generator is turned off, the Tyranids spawn again in the area with the ruins, but now in a forward position. To get sure that the Tyranids or the Space Marines doesnt spawn at the generator position again, the generator objective gets destroyed. Well dont wonder why the generator objective dont show up anymore after the deactivation of the energy shield.
The download link above implement the newest version already.

The lamps were prop_dynamic. I change them to prop_static.
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Dark Marine
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« Reply #33 on: April 22, 2012, 09:59:14 PM »

Here is an overview picture made in the hammer editor.

And the other which I made ingame again.



Please change the map name to ex_city_conflict. I gave the map a version number because I thought the map starts as a costum map. But now where it gets official it doesnt need this. Thanks. Smiley
« Last Edit: April 23, 2012, 09:47:27 AM by Dark Marine » Logged

ChromeAngel
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« Reply #34 on: April 23, 2012, 08:48:38 AM »

Thanks for those DarkMarine.  The In hammer shot seems to have a broken link.   Please could you get me a wireframe top-down view to match the exiting map overviews.
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Dark Marine
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« Reply #35 on: April 23, 2012, 09:48:51 AM »

I updated the picture. The link should work now.
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Nqss
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« Reply #36 on: April 27, 2012, 07:59:48 PM »

i must say , this is really good work
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Dark Marine
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« Reply #37 on: April 28, 2012, 09:05:34 AM »

Thanks Ngss. I like the style of hive city too. Its remember me on WH40k Space Marine or Firewarrior.
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Dark Marine
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« Reply #38 on: May 01, 2012, 02:49:15 PM »

The work on city_conflict is still going on. I have some changes in my mind where Iam working on it.

I think I will increase the time until the Space Marine wins from 15 min to 20 min to give the Tyranids more time to get the last objective.

The Area with the generator gets a new way for the Tyranids. From there they have a better fire position which shall help them to capture the generator more easier.



But the Space Marines have a new fire position too.




« Last Edit: May 03, 2012, 06:34:48 PM by Dark Marine » Logged

Dark Marine
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« Reply #39 on: May 08, 2012, 10:12:32 AM »

I came a good step forward and compiled a new version of city conflict with the working title ex_city_conflict_v2. Now the three doors which are controlled by the "door control system" have a red light above so new players ,who dont know the map, can see that this doors are not passable atm.

I also wanted add a green light, when the doors are open, but this hadnt work because the source engine get realy fast trouble, when to many dynamics lights are on the same place. But that is a mapping thing and I dont want bore you with it.


The building where the space marines get a new fire position is just walked on them. This should prevent that the tyranids cant go in there and camp this position. Ok this can still happen if a space marine open the door and a tyranid rushs in, but this is bad luck. Wink

The map also include a "new" background sound.

Atm I dont post a link to this new version. It will be surely in the next alpha.
« Last Edit: May 09, 2012, 05:20:49 PM by Dark Marine » Logged

ChromeAngel
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« Reply #40 on: May 08, 2012, 11:02:16 AM »

Yeah the limit on the number of lighting styles is the reason why I ended up using env_sprites for door lights on Thunderhawk.
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ChromeAngel
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« Reply #41 on: June 04, 2012, 12:10:38 PM »

I found this VIS bug near the Tyranid start

There has also been a report from players who say they have managed to get on top of the bridge in that area and that it has no top,  Better make sure that's clipped off.

Finally can you make sure that all the objectives have name tokens, the Tactical Overview does not handle un-named objectives very well.
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Dark Marine
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« Reply #42 on: June 05, 2012, 06:45:57 PM »

Strange. I have this VIS bug too. Dont know what is causing this problem. I try to find it out and naturally I will fix the other things which you have mentioned. Atm I have not much time. Hopefully I can do this in the next days.
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Dark Marine
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« Reply #43 on: June 26, 2012, 04:58:52 PM »

Its me again. Current I havent solved the VIS bug, but I added a new way for the Tyranids. I saw some people on the server asking, why the maps have no ways which are reachable for the stealer only. That in mind I made a small way at the generator position for him.



With this way the stealer have the chance to surprise the Space Marines from the side.  Smiley

Apart from that Iam rebuilding the 3D skybox a little bit. The optical map design isnt my strengh and I need a little bit time to find the right inspiration or idea how it could look like or what I could change.

This post is to show you that I still work on the map, inasmuch as my last post almost is back one month.
« Last Edit: July 08, 2012, 10:33:04 AM by Dark Marine » Logged

Dark Marine
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« Reply #44 on: July 08, 2012, 10:43:08 AM »

Version 3 is compiled and hopefuly in the next alpha.

Now I replaced the HL2 generators by the new plasma generators, which are made by Coldheiser. Thanks for these.



Here is a picture of a part of the new 3D skybox



The work will going on and I will try to add more details in the future to make the overall picture of the map better.
« Last Edit: July 08, 2012, 11:02:56 AM by Dark Marine » Logged

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