Author Topic: htf/dm Volcan Caverness [2.0]  (Read 4865 times)

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Offline Blacksheepboy

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htf/dm Volcan Caverness [2.0]
« on: October 25, 2007, 09:14:20 pm »
Volcan Caverness
Version Two!

I had some time today, and decided that I wanted to revamp the first map that I had ever made. I had made some odd scenery and had wanted to incorporate it into a map somehow, so this gave me the opportunity. It's Deathmatch and Hold the Flag. If you look into the background, you'll see redish star-like thingys. That was the random scenery I put it. So much for having the theme based on that scenery :-\.

This was originaly an old map by me. Actually, this is a remake of the first map I had ever made, originaly named dm_Grungy. The originally border to the map was kept and the wannabe volcano was also kept. The islands and the rest were added.

Version 0.8 Overview
Version 0.9 Overview - Overview w/ obj.
Version 1.0 Overview - Overview w/ obj.

Version 2.0 Overview - Overview w/ obj.

Information
Polygons: 172
Scenery: 64
Spawns: 37
Colliders: 26
Waypoints: 95
Dimensions: 1180x821

Hope it's a decent htf. This'll have been my first made htf, but I've seen many examples...actually this was just suppose to be a dm map, but looky now.

Credit due to the people whose scenery I used. The clouds I got from Yahoo weather because I'm too cheap to use others, and wanted to be unique ;). Some scenery is default, and some is other custom stuff I found in my scenery horde. No credit is given to me for any such scenery, except for the star-like things in the background. Those were originally made from Xtender's (?) light scenery pack in Polyworks. I thought the star shaped thing looked decent when I put it together, so I made it a scenery. Alright, my credit giving is done!

Download at Bottom
« Last Edit: October 19, 2009, 06:30:46 pm by Blacksheepboy »

Offline ~Niko~

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Re: htf/dm Volcan Caverness
« Reply #1 on: October 26, 2007, 08:56:29 am »
Well, you should try with multitexturing maybe? So you would do lava falling down the volcano, some craters, big and dense clouds...

Offline Avarax

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Re: htf/dm Volcan Caverness
« Reply #2 on: October 26, 2007, 12:24:01 pm »
Don't listen to Niko, he wants to ruin your map >_>
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline ~Niko~

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Re: htf/dm Volcan Caverness
« Reply #3 on: October 26, 2007, 12:51:38 pm »
Huh, thanks for your awesome criticism, Avarax  ;D you did it very well. I just said him what i think that would improve his map. I don't want ruin it. If he don't like it he won't do that. Why would i want ruin it?!
« Last Edit: October 26, 2007, 12:53:26 pm by ~Niko~ »

Offline Kagesha

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Re: htf/dm Volcan Caverness
« Reply #4 on: October 26, 2007, 05:29:28 pm »
Huh, thanks for your awesome criticism, Avarax  ;D you did it very well. I just said him what i think that would improve his map. I don't want ruin it. If he don't like it he won't do that. Why would i want ruin it?!


Jealousy? :P

Serious: I Like the map it looks really cool and gives a sort of spooky feeling. IMO I reckon you should put a path underneath the volcano :\

Offline ~Niko~

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Re: htf/dm Volcan Caverness
« Reply #5 on: October 26, 2007, 05:48:01 pm »
Jealousy? :P

What? I am not jealous, i'm just giving constructive criticism to it, then Avarax said me that i was wrong, but he didn't give any kind of criticism....
This map is good, but i'm not jealous.

Offline Blacksheepboy

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Re: htf/dm Volcan Caverness
« Reply #6 on: October 26, 2007, 06:33:18 pm »
Well, thanks Niko for your critism. Actually, I thought it was pretty impressive. I might use your lava idea for a better lava feeling in the map. It would still remain as a dark sort of lava, and it would be something you could pass behind without getting hurt.

Also, thanks for your idea Kagesha...I wouldn't do a path though..first, it wouldn't make much sense as there would be lava in the little volcano, and I want those areas to be seperate for something like team deathmatch and whatever.

Ah, Niko, I do like you put in your critism support of the little island thing. For some reason, I wasn't thinking about that... I also might put more clouds in...I dunno about that though.  I do appreciate any and all critism, so much appreciated ;). Any other comments on gameplay? (Woops...no download...)

I dunno, is this a layout overused when it comes to htf's? I thought it would basic but effective, just with a semi-decent dm map with a bridge for the better seperation of sections and the uber killing lava with bonuses as a nice effect.
« Last Edit: October 26, 2007, 07:00:29 pm by Blacksheepboy »

Offline Avarax

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Re: htf/dm Volcan Caverness [0.9]
« Reply #7 on: October 27, 2007, 05:05:47 am »
Oh come on, learn to deal with a bit of sarcasm.

It's just that I think the map is great the way it is and too much eyecandy, especially such lavaslides would disturb gameplay in a distracting way. Also, they wouldn't fit in the overall rather 2Dish shading.
The cols are actually a good idea, because that little lava platform looks a bit too floating...
What's most impossible to make sure on this map is, in my eyes, that the slope polygon surface that leads up to the top of the volcano is absolutely bugfree as it will be used a lot as a ramp to rapidly kickjump into the upper half or to switch from left to right half (& backwards) of the map. This division of the map, created by the volcano and that stalactite hanging from the top, makes the map so unique.

Regarding the visuals, they seem very fitting and create a nice atmosphere. At the same time, they aren't overdone which is of course a good thing... However, those trees that you placed look kind of out of place because of their bright white edges. Maybe you should simply darken them, but that's the only single change that I suggest.

Regarding HTF, this layout suits it perfectly, especially because of that division thingy. The flag could be placed in the volcano and the spawns should then be distributed evenly throughout the map so that both Alpha and Bravo have a top and low half spawn and a right and a left half spawn.

That's my criticism/applaud for now ;)
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline Blacksheepboy

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Version 1.0 Announcement
« Reply #8 on: October 27, 2007, 11:33:59 pm »
Ah! Whenever I say something regarding what someone else said in their critism, I always get someone telling me that I need to learn to deal with it. I do deal with, and that was the very purpose of that post. I was attempting to also lessen the strife between Niko and whoever. I love critism, and never do I ever take offense to it. It sometimes may seem so, but that's just me filtering out their ideas and saying what I think is good, and what I won't use out of their critism.

Thanks a bunch Avarax. Your post is pretty useful, as they usually are. Great ideas, and I'll incorporate them into this map. There was really nothing I could say that wasn't good. So, thanks again.

I am pleased that you didn't think I overdid it on the visuals, because I too was thinking that same thing, and was hoping someone else would think that too. Good. I have a tendancy to try to overdo visuals sometimes.

Oh, and I forgot to give to those whose scenery I used...the trees were originally used for a snow themed map, but I thought they would look ashy and dead-like.

Date Posted: October 27, 2007, 09:06:34 pm
Version 1.0

I decided I'd work on this some more tonight, and so this is what I changed. I've added waypoints, and edited the spawns to be more spread out for the htf gamemode on each side, for each team.

Version 0.9 to 1.0:

  • Added waypoints for the htf gamemode
  • Fixed spawns (again)
  • Added supports for the lava island by Bravo spawns
  • Changed grenade spawns, slightly
  • A few more little changes here and there...

I'll have the downloads up in a bit. There are new screenshots in the first post for the new version. Hope you enjoy. Now testable with bots!

Offline Blacksheepboy

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Version 2.0 Announcement
« Reply #9 on: October 13, 2009, 07:28:11 pm »
Version 2.0

I've been hunting down maps that have never been quite finished and updating them. At least ones I feel have potential. I personally enjoyed playing this map today after fixing it, so it gets a new release. Map name is now htf_Volcan.

Version 1.0 to 2.0:

  • Evened out spawns in a hexagonal pattern as recommended by Keron Cyst (?) for HTF maps
  • Dipped the bottom left platform into a usable island
  • Changed upgrade spawns
  • Removed the rambunctious colliders on the right and left side of the volcano
  • A few other minor tweaks...

New screenshots/downloads in the first post. Enjoy.