Author Topic: tw_Fangen [version 0.95]  (Read 3473 times)

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Offline Blacksheepboy

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tw_Fangen [version 0.95]
« on: June 27, 2007, 09:18:36 am »
TW_Fangen version 0.9

[I believe the literal translation of Fangen would be Field]

This idea was given to me by a friend that wanted to see it done. Grass tall enough to hide in. Bunkers on each side, and a dark feeling. Well, I attempted to interpret it and this is what I achieved. Current Waypoints make the bots go all crazy and they fight immediately. What I'm attempting is to make it so that the bots go slowly, biding there time while taking cover from opposing fire so that they don't get shot down immediately. This'll probably cause them to never be able to get the flag but if it's done right, eventually one team will take the advantage over the other.

Screenshot [version 0.8]: Overview

Screenshots [version 0.9]: Overview - Alpha base

Screenshots [version 0.95]: Overview - Alpha Bunker - Middle Building

One other addition to the map. I and my other friend [Ralbane on this forums, he never posts] will be making a partial modification for this map mainly just editing the weapons and possibly the sounds. Maybe it'll turn into a full modification but I doubt it. Hint: if you have expert bots on with snipers, don't jump around ;).

Waypointed: Yes

Polygons: 563
Scenery: 243
Spawns: 18
Colliders: 33
Waypoints: 104
Dimensions: 5185x811

Downloads:
« Last Edit: July 01, 2007, 04:07:08 pm by Blacksheepboy »

Offline wedding

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Re: TW_Doesn'thaveanameyet
« Reply #1 on: June 27, 2007, 10:32:32 am »
i think thats the wrong section...You have to post it in "mapping ideas" nevertheless great idea!
« Last Edit: June 27, 2007, 12:57:31 pm by wedding »
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Offline Blacksheepboy

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Re: TW_Doesn'thaveanameyet
« Reply #2 on: June 27, 2007, 11:20:43 am »
...

This isn't an idea. It is actually a map. I'm going to post up the screenshots right now.

[edit]

Texture for the map will definitely change. It isn't quite finished, hence version 0.8. It needs some other work as well. This is just the beginning! ;)
« Last Edit: June 27, 2007, 12:51:39 pm by Blacksheepboy »

Offline wedding

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Re: TW_bloodsmear [very temp. name]
« Reply #3 on: June 27, 2007, 01:00:04 pm »
Wow, nice map...I love the buildings and the scenery-usage...I cant wait to see the finished map ;) GOOD JOB until now
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Offline Red Neck

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Re: tw_Bloodsmear [very temp. name]
« Reply #4 on: June 27, 2007, 01:21:12 pm »
 :o thats amazing cant wait for the finished map itll be great :D

Offline fireblade212

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Re: tw_Bloodsmear [very temp. name]
« Reply #5 on: June 27, 2007, 01:59:25 pm »
nice, get them bunker scenery and u be kickin ass
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Offline Blacksheepboy

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Re: tw_Bloodsmear [very temp. name]
« Reply #6 on: June 27, 2007, 07:27:57 pm »
tw_Fangen version 0.9 [1st Final Release]

Still am not sure what to call this map... but I have an idea for it. For now, it will just be either tw_Bloodsmear or tw_Somethin :). Mk, I improved a few things that appertain to gameplay.

Updates:


  • Added two new "hidden" trenches beside the middle one for better cover from spray
  • Mainly finished the waypointing
  • Added a little more to the bunkers
  • New texture and multitexturing
  • Changed around the polygon shading and stretching
  • Added more sceneries

That's basically all that has been updated. There will be the new map uploaded and screenshots will be added [see first post]. All this will come a bit later...takes a bit to pack everything up for the map and screenshot it all nice-like.
« Last Edit: June 28, 2007, 09:14:58 pm by Blacksheepboy »

The Specialist

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Re: tw_Bloodsmear [very temp. name]
« Reply #7 on: June 27, 2007, 07:52:27 pm »
I think you need to add a background, like you did to your previous map.

Offline Blacksheepboy

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Re: tw_Bloodsmear [very temp. name]
« Reply #8 on: June 27, 2007, 11:31:02 pm »
Alright, took long enough... Everything uploaded. New screenshots and downloads available in the first post.

Yeah, a background for the bunker is rather what I had in mind. I'd have to make a custom scenery for that though since the thing is round up top and nothin is working good.

Offline Chariot

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Re: tw_Bloodsmear [very temp. name]
« Reply #9 on: June 27, 2007, 11:35:19 pm »
I really like this map and the idea. It looks awesome for sniping. But I think you could do a little better on the bunker.



That hole in the back serves no purpose and kinda bothers me.

Also, at the openings, you should have bullet-proof walls I think. Give the player somewhere to run to.



These are just suggestions coming from someone who isn't a mapper.
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Offline Pie

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Re: tw_Bloodsmear [very temp. name]
« Reply #10 on: June 28, 2007, 06:24:29 am »
It seems kinda bare... no reall hiding places or anything. Theres no way you can sneak past your enemies. But the idea is very good, its equal for both sides so it comes down to skill and tactics. But you need to work on it more in my opinion, its similur to rage, as its simetrical and i guess it kind of throws of the realisticness of it for me, but again good job keep it up.
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Offline ~Niko~

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Re: tw_Bloodsmear [very temp. name]
« Reply #11 on: June 28, 2007, 06:58:36 am »
You need a background for the bunker and that:

Also some bunkers and turrets in the middle, and some regenerate points, because the map is long and i don't think you can survive in a 8-10 players game. Good job, but remake it a little ;D[/b][/i][/color][/font]

The Specialist

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Re: tw_Bloodsmear [very temp. name]
« Reply #12 on: June 28, 2007, 01:09:30 pm »
Trenchwar maps are suppose to be challenging.  This map addresses that.

Offline Blacksheepboy

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Announcement of Fangen version 0.95
« Reply #13 on: June 30, 2007, 03:01:22 pm »
Humm humm, alright...

[1]That hole in the back serves no purpose and kinda bothers me.

[2]Also, at the openings, you should have bullet-proof walls I think. Give the player somewhere to run to.

[1] The back door just allows access to the mostly useless beach. There is one player spawn on each of the beaches so that you don't auto spawn right into the heat of combat all the time. I'll post a preview with objects soon when I update.

[2] Meh, the second story to each of the bunkers houses a turret and there is a bot respawn up there. The bots don't bunch up there. No bullet proof walls, sorry. If you really want to get away, second/third story, the beach and the roof. The third story has a window to shoot out of by the way...

I will add a background for the bunker. I'm gettin there. This is only version 0.9 and the rest of the versions up to 1.0 will contain all the other minute details.

I guess I duplicated this so that no one team would have the advantage over the other. The waypoints vary just slightly and the two trenches closest to the middle one differ from each other. The reason you can't see the trenches is because there are hidden in and under the grass. Hint: play in realistic mode so that the bots don't see you 24/7 ;) [if you don't already].

In the modification Ralbane and I are adding, it slows the rate of fire on most weapons and makes the sniper a little quicker and easier to fire. The reason for the weapon slow-down  is because this map is suppose to be where you hide in the grass etc. With the slower weapons, it makes it so that you can't just blaze through, get the flag, then blaze back. It takes some time ;).


More on the cover in the map:

There are rocks [and corpses...] spread out through the map in no particular order mainly placed to provide cover as long as you consistantly duck or crawl [prone]. If taken a little slower, the trenches allow for nice cover as well. Well...will have to edit the trenches a bit...especially the middle one [too shallow]. Well, guess there isn't much besides this. I'll make it so the the corpses hanging in the trees will provide cover from grenades accessing the middle trench. Theres more I could do; I need to fix the rock cover on the right side a bit. Also, I'm considering adding a small building where the middle trench is, hopefully not disrupting the flow of sniping, I'll have a somewhat big hallway pass through the bottom or windows to snipe through to the other side. The roof will have sniper cover and will have a medic tile and some sniping positions.

There, hope I adressed most of the problems ;)

[edit]

I will also add healing tiles on the third stories of the bunkers so that if you somehow get shot from a stray bullet while inside, theres a place to drown your worries. Don't stay there too long! or the opposing team might sneak up on you.

[edit #2]

Ah, when you talked about that hole in the back, you mean the literal hole in the top left corner of the bunker... you should've circled it in red or something. Alright, I have that hole there to allow access to the top of the bunker so that if anyone ever finds it useful to get up there, they may. Oh, also adressing jets, I will either have none or very very little.

Also, one more thing. The bots may act not the way I quite intended but all in all, this was meant to be for online play, ever assuming this even gets put onto a server :). The waypoints are in place for the sake of offline play. Well...the bots do kinda act the way they should, but in online play, the grass is tall enough to where if you prone, you won't be seen. With bots, they see you always all the time unless your behind them in realistic mode.

Date Posted: June 28, 2007, 12:55:33 PM
Fangen version 0.95
[/size]

New version includes backgrounds for the bunkers, medical points, and a little center building.

Updates from 0.9 to 0.95:

  • Backgrounds for bunkers
  • A slightly darker main background
  • A little center building over the middle bunker
  • Medic spots inside each bunker and in middle building
  • A few other small differences

If anyone disagrees with the layout of the center building, please say so since it is mainly an experiment. I necessarely don't like it too much myself :) but since I thought there needed to be a place to heal in the middle, I added it anyways.

There will be a new release, and new screenshots. Don't expect them for a little bit...I am rather busy today.

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Re: tw_Fangen [version 0.9]
« Reply #14 on: June 30, 2007, 05:23:03 pm »
I think it looks best the way it already is.

Offline Blacksheepboy

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Re: tw_Fangen [version 0.95]
« Reply #15 on: July 02, 2007, 04:09:10 pm »
Well, download posted up. Screenies done as well. Current version would of course be 0.95.

//off topic// By the way, inf_Berserkers in basically done since I'm sure the waypoints are decent enough, so do whatever with that. //off topic//

Date Posted: July 01, 2007, 12:25:35 PM
Well, double post...

Buut, erm...any input on the new middle building or anything? I'm still not quite done with this map, and if you peoples like the middle bunker, then I'll leave it otherwise I'd be glad to be rid of it either in place of a different one or just nothing there.

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Re: tw_Fangen [version 0.95]
« Reply #16 on: July 02, 2007, 04:35:35 pm »
Looks awesome.  I've definitely have got to try it sometime.

Offline Xxypher

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Re: tw_Fangen [version 0.95]
« Reply #17 on: July 03, 2007, 12:01:22 am »
Its... so... Beautiful!

Offline Blacksheepboy

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Re: tw_Fangen [version 0.95]
« Reply #18 on: July 06, 2007, 02:04:50 am »
Hey, a slight bump to this... but I'll attempt to host this map sometime online after I release the latest version [not much in visual change though] so that I hope to avoid "wrong map version." Anyone with me in this testing? I might host a couple other maps of mine as well to see how online gameplay works, so prepare...kinda.

I have an update for my ctf/inf_Waldfestung [which I'll probably also be hosting] but since I don't want to bump the thread, I'll just modify the first post and add the latest version. Soon I'll have the link here for people wanting to help me with testing some maps. If you help, you'll be added to the credits in each of my map threads ;). Sooo...lemme do a bit of work on this map and finish with my weapon modding and it'll all be good to go. Since I don't have to have weapons gfx's released for a little while, I'll probably only have it so that it'll just have modded weapon specs.

Note: with the weapon modding, I'll release the readme for it soon, but not the gfx. The readme will tell you what weapons I have modded to what so that when you go to use the ak-74, you won't be surprised to see it firing shots similar to the ruger. I have modded several weapons into old civil war guns since I wanted slow-firing weapons [they won't be too slow]. I did turn the LAW into an old machine gun...

Date Posted: July 05, 2007, 01:28:14 AM

Yes, another double post, but this post actually contains some produce.

Please be easy on this one, since the person that was suppose to be doing this decided he'd rather be lazy (not someone well know to the forums)...actually, I haven't "officially" asked him, but he probably wouldn't anyways although he said he would...it's complicated. Anyways, I don't really like doing this type of stuff so I don't have much experience but I still try.

I give you my (Civil War):




Modded after:


I know this rather big, but I have trouble with making it smaller since it's a rather long rifle. This would take the place of the ak-74.
« Last Edit: July 06, 2007, 02:16:00 am by Blacksheepboy »