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Soldat Maps & Mapmaking
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Interlink Facility
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Topic: Interlink Facility (Read 6886 times)
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Blacksheepboy
Veteran
Posts: 1817
Interlink Facility
«
on:
July 03, 2012, 12:19:32 am »
Hey it's Blacksheepboy
Planetside's bases have always inspired me, so I gave it a shot. Texturing is going to be weird, but oh well
WIP
«
Last Edit: July 03, 2012, 12:57:16 am by Blacksheepboy
»
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As de Espada
Moderator
Veteran
Posts: 1493
Mapper
Re: Interlink Facility
«
Reply #1 on:
July 03, 2012, 09:22:20 am »
Seems nice, what is the gamemode? If it's TM the lower tunnels should have at least another entrance/exit
the sky looks really good on the OV, I wonder how it will be on the gameplay
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All my maps
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Blacksheepboy
Veteran
Posts: 1817
Re: Interlink Facility
«
Reply #2 on:
July 03, 2012, 09:39:11 am »
The gamemode's probably ctf or inf--gonna have to work on sky a little
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As de Espada
Moderator
Veteran
Posts: 1493
Mapper
Re: Interlink Facility
«
Reply #3 on:
July 03, 2012, 11:24:01 am »
I saw the flags just now. Seems like a zombie map hehe
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Blacksheepboy
Veteran
Posts: 1817
Re: Interlink Facility
«
Reply #4 on:
July 03, 2012, 08:57:33 pm »
Progress so far
http://i.imgur.com/VkNL9.jpg
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As de Espada
Moderator
Veteran
Posts: 1493
Mapper
Re: Interlink Facility
«
Reply #5 on:
July 03, 2012, 09:42:17 pm »
too much pollution inside the buildings, players will get confused.
maybe you should use more transparency on those cenerys, I don't know
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Blacksheepboy
Veteran
Posts: 1817
Re: Interlink Facility
«
Reply #6 on:
July 03, 2012, 11:30:27 pm »
Probably right
semi-finished product atm..
http://i.imgur.com/qh0LZ.jpg
danke comments
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Bonecrusher
Global Moderator
Veteran
Posts: 1397
High above
Re: Interlink Facility
«
Reply #7 on:
July 04, 2012, 12:07:51 pm »
Looks great in the overview not so good in game, looks like scenery is missing even though I manuallly copied it to my soldat folder
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Im chill like that
Blacksheepboy
Veteran
Posts: 1817
Re: Interlink Facility
«
Reply #8 on:
July 04, 2012, 03:14:47 pm »
Might be something wrong with the pms. Using an outdated Polyworks..
Updated pms
«
Last Edit: July 04, 2012, 03:29:00 pm by Blacksheepboy
»
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As de Espada
Moderator
Veteran
Posts: 1493
Mapper
Re: Interlink Facility
«
Reply #9 on:
July 05, 2012, 10:13:05 am »
I tested (just walked around) the map and your first link is working fine for me.
I have some suggestions (see attached figure).
1: That poly is weird and should be DC
2: Those should be just colliders for bullets, right now the stop player motion and are unintuitive.
3: Needs more indication of what collides and what doesn't, maybe use some cols to indicate that... the hiding place is ok
4: That left poly stops your motion and is hard to see, change color or make some shaging plz.
The right part is weird. Make it straight or make a "secret" entrance
5: That big thing may stop the player, but the others should be just colliders again
Overall, not suitable for CTF, flags are too difficult to reach.
And you putted 2 bravo flag spawns, which may confuse players, and soldat engine lol, there is one flagspot that can be capped and the other just spawns the flag sometimes (on caps or returns), but it will also be outside the base ("flag missing")
So plz delete one of them
-edit
OMG bases regenerates! Make some indication of that! Maybe some glow or whatever
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machina
Soldat Beta Team
Veteran
Posts: 1117
The world isn't nice. Why should I be...?
Re: Interlink Facility
«
Reply #10 on:
July 05, 2012, 10:16:54 am »
It appeared to be really cool conception but now I see it really bad because it would be fucking hard to leave those canals if some camper would take a good spot.
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Blacksheepboy
Veteran
Posts: 1817
Re: Interlink Facility
«
Reply #11 on:
July 05, 2012, 10:25:56 pm »
Worked on edits, added more, thinking about ttw-ish..
http://i.imgur.com/WCdSj.jpg
«
Last Edit: July 05, 2012, 10:32:28 pm by Blacksheepboy
»
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Blacksheepboy
Veteran
Posts: 1817
Re: Interlink Facility
«
Reply #12 on:
July 06, 2012, 08:46:48 pm »
Nuts idea, might revert
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NamelessWolf
Soldier
Posts: 115
Re: Interlink Facility
«
Reply #13 on:
August 02, 2012, 03:08:58 pm »
Hm.. It looks good, but I'm not sure how all those tunnels would work in TTW. That gamemode uses X coordinates only to detect the borders of a bunker, so if you would place a bunker with spawnpoints on the surface it would be possible to conquer it from way down below the ground.
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smiluu
Flagrunner
Posts: 673
Put your farts in my pussy
Re: Interlink Facility
«
Reply #14 on:
August 03, 2012, 12:05:41 pm »
Perhaps you should take the textures from Planetside as well, this one is really off and no changing contrast and colour can fix it.
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Maps:
CTF_BadResort
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DM_Negligence (v2)
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CTF_Emaciateism
Blacksheepboy
Veteran
Posts: 1817
Re: Interlink Facility
«
Reply #15 on:
August 06, 2012, 12:34:42 am »
I took them from screenshots, but I really could afford to extract them from the game itself.. so yeah
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Official Soldat Forums
Soldat Maps & Mapmaking
Mapping Ideas / General Discussions
(Moderators:
Wraithlike
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As de Espada
,
Suowarrior
)
Interlink Facility