Author Topic: inf Cloudwall [beta]  (Read 2613 times)

0 Members and 1 Guest are viewing this topic.

Offline Blacksheepboy

  • Veteran
  • *****
  • Posts: 1817
inf Cloudwall [beta]
« on: August 25, 2007, 10:57:51 pm »
BETA[/b] release
[/size]
This, my fellow forumers, would be the same thing as inf_Cloudwall. I didn't like the name, it was kinda lame. Didn't fit. Anywho, I've been working on this for about 3 days now. Been busy so I took my time.

How I started this was, I had taken the picture that is seen in the background and I decided to make somethin out of it because I was bored one day. I put the picture in Polyworks and just built the map around it, of course mirroring the picture. Well, that's about all I did. I eventually put the helicopter in for the heck of it and then added spawns, and just now, added some scenery. Whether or not the scenery fits is up to you guys, but I added it because you can't have a map without. Yup.



overview bravo base - mountain view

I can't really get the overview any bigger, so I'll have it uploaded to the forums if you want to view it in it's original size (which I suggest). I haven't quite gotten it waypointed, but it's fun to play as Alpha and go solo against 8 Bravo bots in realistic mode, disabling the m79 of course ;). One more thing, I didn't know what type of scenery to put into this, so I added things that I thought would fit decently, but there isn't a lot.

Specs
Polygons: 772
Scenery: 55
Spawns: 18
Colliders: 4
Waypoints: N/A
Dimensions: 3435x1200


« Last Edit: August 31, 2007, 02:34:35 pm by Blacksheepboy »

The Specialist

  • Guest
Re: inf Cloudee
« Reply #1 on: August 25, 2007, 11:11:35 pm »
I liked the other name better, change it back.  The helicopter doesn't really match with the map, I suggest you remove it.  And try to not use as much scenery because that's can ruin a good map. ;)  I'm looking forward to this one so take your time on it.

Offline Blacksheepboy

  • Veteran
  • *****
  • Posts: 1817
Re: inf Cloudee
« Reply #2 on: August 26, 2007, 12:21:01 am »
Try not to have as much scenery? Wha..? What scenery doesn't look good? I did notice that this map looked good without much scenery, so I didn't add much. If your talking about the background, well that's one whole picture and that's there to stay.

And yeah, I thought cloudee was ingenious but at your request, I would change it back :).

Offline Krypt_

  • Soldier
  • **
  • Posts: 159
Re: inf Cloudee
« Reply #3 on: August 26, 2007, 01:37:34 am »
Cloudee is ingenious. Keep it! I think that the overview looks great. But that helicopter....hmm...it just doesn't fit even without the white border it had before...maybe make it a bit more opaque?

Expression.Freedom.Art.

Offline ~Niko~

  • Rainbow Warrior
  • *****
  • Posts: 2410
Re: inf Cloudee
« Reply #4 on: August 26, 2007, 08:55:36 am »
Very good map. I don't like how the base looks. Nevertheless very good multitextured, I believe is fully playable. Good job. 9/10

Offline LtKillroy

  • Flagrunner
  • ****
  • Posts: 779
  • Killroy was here
Re: inf Cloudee
« Reply #5 on: August 26, 2007, 12:31:37 pm »
Man I would shoot that stupid helicopter so many times with the law... Anyway I still like it.
L'audace, l'audace, toujours l'audace

Offline Blacksheepboy

  • Veteran
  • *****
  • Posts: 1817
Re: inf Cloudee
« Reply #6 on: August 27, 2007, 10:47:58 pm »
Just an announcement.

Soon I'll be releasing a waypointed version.

This seems like a good zombie map eh? In the next version, there won't be any jets, or very little.

Offline Demonic

  • Global Moderator
  • Veteran
  • *****
  • Posts: 1548
  • All you hate!
Re: inf Cloudee
« Reply #7 on: August 28, 2007, 03:05:28 am »
While that background looks jaw-dropping on the overview, I imagine it's pretty distractive in-game ( player and bullet visibility problems, FPS-hogging on not nuclear-powered computers etc ). The map is also very, very big for INF, and it'd only fit on some 16 slot realistic server to be playable... linear gameplay = not fun. Not even against bots. (:

Offline Blacksheepboy

  • Veteran
  • *****
  • Posts: 1817
Re: inf Cloudee
« Reply #8 on: August 28, 2007, 05:49:19 pm »
Woow, a lot of assumptions while not even playtesting the map. Shows the quality of your comments.

For one, the background is not in the least bit laggy and my computer sucks compared to most. Must I post the specs? Another thing, the bottom of the background is dark and you never really get a chance to play in the lighter parts, although you do view them a bit.

Another thing, since there are very few routes to take, having few players isn't a problem. Plus, there are 2 turrets gaurding the front area of the Bravo base, but if you think thats unfair, they are easily taken out with snipers, but yet still provide good defense. One thing to solve the somewhat bigger map issue, just turn down spawn times a bit and there you go.

If you like this type of stuff, it's even fun to set up 8 Bravo bots against yourself and play it in a mission type way in survival mode.

If you want to comment negative things having to do with the gameplay issues, at least playtest the map, unless they are incredibly easy to discern like only one path to take or something. I am not offended in the least bit by your post, but it was rather uneducated.
« Last Edit: August 28, 2007, 06:22:42 pm by Blacksheepboy »

Offline Demonic

  • Global Moderator
  • Veteran
  • *****
  • Posts: 1548
  • All you hate!
Re: inf Cloudee
« Reply #9 on: August 30, 2007, 05:16:25 am »
Okay mate, since you've managed to take my reply completely the wrong way, behold, my awesome adventures on inf_Cloudwall.

Firstly, I admit, the background didn't hog fps. Back when I used skydrops, there wasn't PNG support. My bad. It still makes the whole map dark. Just... dark.

Soon after landing, I proceeded towards the enemy, and encountered...

The haunting spectre-bot of the cave. With some un-loading scenery. Fun.

Killing them and moving on, trying to avoid the devious bot-patrols - which consisted of not moving at all due to the lack of waypoints - my next thrilling experience was...

....the worm-crawl cave of doom. With a scenery bug. By the overview, I've judged this cave system to be complicated and huge; in game, it turned out to be even tighter than the previous versions' Warehouse  tunnel. What does that mean? It's unbelievable annoying to play in it. Fortunately for me the bots didn't take advantage of this, as they had something better to do... namely  standing around and spamming taunts.

Upon infiltrating the enemy base, nearing my goal, I've decided to take a look to the far end of the dreaded Bot Headquarters...

...the end of the world. This is what Odusseus saw probably; an open hole with the sky suddenly ending. I could see... forever.

Snatching the flag and trying to escape this insane hell-hole, I failed... being completely crushed by a few bouncy walls and fall damage inside the base. Next round I devised a cunning plan... namingly flying over the enemy, without the use of any boosting tools. This was easy, and I only had  to bombard a few unsuspecting bots in order to achieve my goal and score.

All in all: I'm not pulling shit out of my ass mate. ¬_¬

Offline Blacksheepboy

  • Veteran
  • *****
  • Posts: 1817
Re: inf Cloudee
« Reply #10 on: August 30, 2007, 02:31:04 pm »
Ahahaha, a very nice critique.

Yeah, I'm sorry for the previous responce that I gave you. I've never seen scenery bugs like that :o. Umm..I guess it's the random crap netting that I put in. And I must agree with you. This map is very dark :-\, darker than any of my other "dark" maps.

Hmm, I think I know what that bug was in the "wormhole" cave. That was a crate that I had added in. Yes, the map lacks waypoints, and the bots stand around as they should...no direction. The caves that you described as being wormhole caves didn't decrease in size although it seems to be so. I just threw in some polygons with transparency in the middle of them, also making them "no collide." Just made it harder to discern what's going on.

Alright, this map should have been, and is now considered to be a "beta" stage. Thank you for your interesting and informational post. This map'll go under some reconstruction...

I hate asking questions because they usually don't get any input, probably my fault but... What should I do for the Bravo base? I lack creativity when it comes to thus. Maybe just revamp the current one, or totally remake it?

Offline Demonic

  • Global Moderator
  • Veteran
  • *****
  • Posts: 1548
  • All you hate!
Re: inf Cloudee
« Reply #11 on: August 30, 2007, 02:41:21 pm »
When designing structures, be sure to make them spacious like the ones on Ash, or the ctf_cs_maps. They should be rather spacious, with tall inner areas, multiple exits. Easy to pass through, fun to fight in: crates and colliders for a fast game of reflexes, windows that serve as murder holes. Avoid using small polygons, as they are rather bumpy, and are rather devastating in realistic mode. Since your main plan is to make a realistic solo map, I suggest making bravo base one big structure ( and again I advise you to look at some soldat cs maps ), and definitely waypoint it. That way it will be much more of a challange, because two bots scratching each other's backs are pretty easily killed off by one humble grenade (:

Offline Blacksheepboy

  • Veteran
  • *****
  • Posts: 1817
Re: inf Cloudee
« Reply #12 on: August 31, 2007, 02:31:46 pm »
Thanks for your input. I will put it to good use!