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Author Topic: WiP Map  (Read 61104 times)
Typheron
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« Reply #15 on: March 24, 2009, 11:57:46 PM »

the displacement light issue is source being weird, i had the same issue on digiste, my answer was simply put a wall behind it to provide shadow as it seams to be caused by the skybox providing light at low level to the base of the displacement.
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Comrade_Grunt
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« Reply #16 on: March 25, 2009, 12:02:23 AM »

I was thinking of doing that Cheesy
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Farseer
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« Reply #17 on: March 25, 2009, 01:14:15 AM »

Wow checkpoint looks sexy.... Regarding the canyon thingy, im no mapper (Literally, i've never opened the Source map making tool) but im guessing..... i got nothing... nice checkpoint tho...
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Comrade_Grunt
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« Reply #18 on: March 25, 2009, 02:09:19 AM »

Wow checkpoint looks sexy.... Regarding the canyon thingy, im no mapper (Literally, i've never opened the Source map making tool) but im guessing..... i got nothing... nice checkpoint tho...

Well thanks a bucket load lol Cheesy
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LoC
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« Reply #19 on: March 25, 2009, 03:24:12 PM »

This map looks pretty good. Can't wait to play it in multiplayer.
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Comrade_Grunt
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« Reply #20 on: March 25, 2009, 10:11:32 PM »

This map looks pretty good. Can't wait to play it in multiplayer.

Heh, can't wait to myself
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Comrade_Grunt
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« Reply #21 on: March 30, 2009, 10:29:14 PM »

Just a quick update, nothing big. Haven't had a ton of time to use for mapping, but the inner area is coming along oddly. I'm not sure what to really put behind the gates. Going for some sort of city like area I guess right now, maybe a small outpost/base with other stuff to expand on the map's own story.
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Battle Brother Arius
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« Reply #22 on: March 31, 2009, 01:59:46 PM »

If I were you I would make it as strategic as possible.

For example I would have at least one large building along the main road leading to the gate from which Marines, or Tyranids, could mount a defensive.  However, to make things interesting and balanced, I would place a side road that leads off to a flanking position which can help whichever team to clear the building.  Amongst other things I think a map where you can use tactics is far more enjoyable than a map where you simply run about with no cover.
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Typheron
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« Reply #23 on: March 31, 2009, 02:18:49 PM »

Lictor > All tactics involving cover.


that is all.
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Battle Brother Arius
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« Reply #24 on: March 31, 2009, 08:06:37 PM »

Bolter > Lictor   Cheesy

When I say cover I mean something along the lines of a building where Space Marines can fire from the windows above.  Surely that would hinder a Lictor, no?
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Typheron
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« Reply #25 on: April 01, 2009, 12:10:00 AM »

you will learn, on you will...


Actually on that note its important to create spaces both teams can access, creatign a bunker only the marines can fit inside and shoot out is a garenteed way to fail. Generally having breakable walls and the ike is a good way to allow tyranids access, just rember to mark them so its clear they can be broken.

it can be massivly frustrating for the tyranid team if they cannot gain entrance into a space because of there size
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Comrade_Grunt
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« Reply #26 on: April 01, 2009, 12:32:56 AM »

Yeah I'm thinking about changing the map around to be more...well not city-ish. I like the bunker with the breakable walls idea though
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Scorp
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« Reply #27 on: April 01, 2009, 08:04:01 AM »

Just try not to make the map huge Smiley I think it would be better with smaller maps, therefore intense firefights Cheesy
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Typheron
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« Reply #28 on: April 01, 2009, 09:13:46 AM »

remeber only one side actually shoot, the other side claw you so being in a small confined space with them is suicide for the marines, even with Melta support.
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Scorp
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« Reply #29 on: April 05, 2009, 12:41:57 PM »

The map does look cool layout wise, really nice. But maybe it should look damaged? And urban-like? So it's darkish and impacts in the walls etc?
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