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Post by mrmedic on Jan 17, 2007 17:04:49 GMT -5
A great mind with many thoughts I see, lets just hope he can direct them as well.
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Post by jacksonl on Jan 17, 2007 19:17:37 GMT -5
Sky has changed dramatically from this screen you can't see it but this was just to show the size of the river, the specimen will come from the other side of the river , objections?
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Post by Doyora on Jan 18, 2007 2:32:45 GMT -5
No, that's cool. I would also add a small tributary stream coming through the trenches to meet the main river, as this might add some interest. Also, perhaps you could make the hills either side of the layout a tad higher, so as a player you can't see directly to the edge of the map.
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Post by jacksonl on Jan 18, 2007 19:03:12 GMT -5
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Post by DooooooooM! on Jan 18, 2007 21:56:08 GMT -5
yes i think you should give them ambient. just enough to see some detail or until it matches the sky
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Post by mrmedic on Jan 19, 2007 3:18:43 GMT -5
That map looks HUGE for 6 people.
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Post by Abyx on Jan 19, 2007 11:22:14 GMT -5
It does look pretty damn cool, I'll admit.
But Medic has a point, the open field is way too big for KF and the smaller swarms you encounter.
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Post by DooooooooM! on Jan 19, 2007 18:59:55 GMT -5
hey jackson you dont mind if i use the ammo cache room idea for my new map do you?
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Post by kyben on Jan 19, 2007 22:29:32 GMT -5
Posted by DooooooooM! on Today at 6:59pm hey jackson you dont mind if i use the ammo cache room idea for my new map do you? Dum dum dummmm... Your map looks decent, the terrain looks kinda unrealistic in some spots though, interested on what the final word is for this one.
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Post by DooooooooM! on Jan 20, 2007 0:02:44 GMT -5
Posted by DooooooooM! on Today at 6:59pm hey jackson you dont mind if i use the ammo cache room idea for my new map do you? Dum dum dummmm... eh? watcha mean by that.. anyways that idea is not feasible on my map. so I wont be implementing anyway.
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Post by jacksonl on Jan 20, 2007 14:00:35 GMT -5
sTill need to fix the terrain no worries
I believe the map is big enough for 6 players, when you get in everything behind the bunker is off limits so you only have about 4/6 of the map to run around in. What I'm trying to go for is that, in the beginning everyone kinda patrols outside of the bunker killing off anything they see, but when things get intense everyone can fall back on the bunker, or hit up the top sniping position and cover your guys retreat. But thats my opinion and you guys could get in and be like this map is shit! which I hope you don't think that lol, Once I release it and you guys run around, play a few waves and if its to big, I'll definitely resize it for sure.
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Post by Doyora on Jan 20, 2007 14:17:49 GMT -5
I've been in london, so sorry for the late reply. 1)- The trees, yes give them ambient light, of a value of maybe 4-6. See how that turns out (post screens , and if it's no good, I can think of other methods. 2)- Nice to see the reuse of the light recess, good. The vents is good, a nice bit of ceiling detail. Personaly I find ceilings hard to detail well, and vents are a decent way to go. ATM, I'm relearning some 3d modelling, so I *might* knock out some fitting ones for you. maybe. -I'd like you to put up a new download link up soon, if you can, since Ive got a few decent ideas for it, and I'd like to see if they could go in the map well, plus a general 1st hand look-around would be nice. On a side note, I really dig the sense of atmosphere you got going on here, well done .
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Post by tronicmind on Feb 6, 2007 5:10:37 GMT -5
hi jacksonl bunker rules we beat the map with four men on normal. it was a lot of fun. the "feeling" for the situation was perfect. we are hiddding here and its only a matter of time before they find uns. i see this "film" right before my eyes. cool. 2 thing i dont like so much. grenade launcher, sniper rifle. no way out of the bunker. solution for the first one: remove them (i guess its already done ) solution for the second one: let us jump out of the window in the first floor. make it high enough to climb through and, if you are very friendly to us, place a crate anywhere near so you dont get hurt while jumping down. thanx in advance and i saw a little flaw. i dont know how much influence you have on zed spawning but they tend to attack from the right side only. thats to easy. maybe you can do something against it. PS: can you post the old version without the ut weapons please. again thank you in advance. and again (i like to have the bunker map from now and the second version as two different levels in my mapcycle. ok?)
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Post by coolkf2 on Feb 6, 2007 22:26:32 GMT -5
I beat this map three times with two or three external players. Yes, add in music will be cool and remove ut2004 guns.
And it will be more cool to be able to winchester snipe sirens down at door at the second level. While allowing specimens to enter and not stuck at door area.
I like idea of one player at second level snipe and other hold at first level.
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Post by crazyrobban on Feb 20, 2007 8:31:45 GMT -5
Watching with great interest!
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