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Author Topic: ex_cityfight  (Read 130433 times)
theVAULTdweller
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« on: June 26, 2007, 04:35:49 PM »

The map is going to based in a city, so thats were i have got the temporary name from not much to show but i thought I would show you what I have got so far:

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ChromeAngel
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« Reply #1 on: June 26, 2007, 07:54:27 PM »

Welcome to the EX forum.  A good start there, i'm pleased to see another city map in the works.  Can I suggest some tweaks?  

Their are some good broken floor props among the standard HL2 models, perhaps those could be used to give a more broken look to the edges of the floors.  Use of the rebar props could be improved by adjusting their heights and rotations, so it's not so obviously the same thing repeated.
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theVAULTdweller
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« Reply #2 on: June 26, 2007, 08:34:56 PM »

Thanks for the tips will make some changes and post up what I get.
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Typheron
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« Reply #3 on: June 26, 2007, 10:20:40 PM »

mmm nice, im currently building something im calling Ex_breach which runs along a similar theme (big city fight).

would you be interested in doing a bit of a colaboration on it?

my current sketch plan:

http://i99.photobucket.com/albums/l320/typheron/ex_breach.jpg

and as far as i have got since i started at the weekend, mainly boxing it out to see how it will work, its been expanded a bit to make it slighty laterger for all those nids to wander about in:

http://i99.photobucket.com/albums/l320/typheron/map_1.jpg
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theVAULTdweller
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« Reply #4 on: June 26, 2007, 11:09:37 PM »

I was just wondering could someone exsplain the flow of the game is it like dod were each team have to capture all the flags or what, so that I can plan out my map to run better.

I will have to have a think about the colab because I have not been mapping for too long and I'm only really getting used to hammer I would not want to hinder your progress.
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Frost
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« Reply #5 on: June 27, 2007, 04:44:51 AM »

nice work
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Ripperhugme
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« Reply #6 on: June 27, 2007, 11:10:50 AM »

Good to see you took my advice over on 'lopers.
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url=http://www.interlopers.net/forum/viewtopic.php?t=18915]Try my new HL2DM map dm_agoge_b2 + dm_zeus_redux[/url]

Still willing to give a kidney to developers, despite being advised not to.

theVAULTdweller
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« Reply #7 on: June 27, 2007, 04:57:08 PM »

Thanks for all of your comments. Just a quick update I have started work on the ruin at the other end of the building:



Also a few shots of what I have been doing with the rest of the ruin, just a few tweaks, changing the rebars up a bit and trying to get the 2nd floor looking good:



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Typheron
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« Reply #8 on: June 27, 2007, 07:26:28 PM »

Ex works like DoD, locations have to be captured and held and then you move onto the next one.

spawns however occur on the captured locations with the drop ship flying in and allowing you to spawn.
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theVAULTdweller
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« Reply #9 on: June 27, 2007, 07:34:35 PM »

thanks i guessed that, i just didn't want to plan a map around that and it end up being different.
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Typheron
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« Reply #10 on: June 28, 2007, 09:45:51 AM »

it can be done differently i think if you change the nature of the ovjectives. Chromeangel was talking about asigning them to things like distroy objectives which would be a perminant capturing of the area.

I think theres some flexability in how it works, the area cap is definatly defalt setting.
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ChromeAngel
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« Reply #11 on: June 28, 2007, 10:26:46 AM »

The idea was always to progress the teams spawns to their last objective.   How those objectives are achieved is up to the mapper.  In the sample maps  I used a button as this was the simplest entity arrangement and provided the most direct user response.  

For a full blown map objective a more sophisticated arrangement of entities could be used, so that set of player tasks needed to be completed, opening doors, going places, blowing stuff up, timers, anything could be used to trigger the objective.

This is where the ex_mission comes in, because an objective could be archived with just about anything, you need to tell the players what they are supposed to be doing and ex_mission lets you specify this.
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theVAULTdweller
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« Reply #12 on: June 28, 2007, 12:19:04 PM »

awww cool thanks alot. I get what is going on now, just a last question can the objectives change hands once they have been captured or are they fixed?
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Typheron
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« Reply #13 on: June 28, 2007, 03:10:39 PM »

it depends on how you deal with them, but currently all the test maps simply use switches whihc can be toggled to one team or the other (defult state is neutral).

so yes.
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theVAULTdweller
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« Reply #14 on: June 28, 2007, 04:19:59 PM »

I have had a go at doing a torn down wall, I have also just added a few more details like a floor to the long section:







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