Author Topic: Inf_Floodgate_Z.  (Read 1641 times)

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Offline Arbiter

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Inf_Floodgate_Z.
« on: November 03, 2007, 07:23:26 am »
inf_Floodgate_Z

By Arbiter
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inf_Floodgate_Z. Best work yet. Fully waypointed, other than the name, completely NO relation to Halo series.

...

Who am I kidding >_>

The light bridges based off the ones in Halo one. Flood stuff, but green instead.

The "first" "in-game" screenshot is the overview with wireframe, objects and properties. PMS is around 100KB, I think..


(^Click To Enlarge^)

Screenshots:



________________________________________

Download / Rate on TMS
________________________________________

This Map Is Hosted By The Mapping Showcase

Decent cons' criticism please.

NOTICE


Go to the bottom of the page and d/l the updated PMS after downloading the RAR and replace the PMS.
« Last Edit: November 04, 2007, 01:15:44 am by Arbiter »

"Why beat kids when you can beat women?" - Espadon
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Offline 1221995

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Re: Inf_Floodgate_Z.
« Reply #1 on: November 03, 2007, 04:06:31 pm »
This map looks nice :)

Offline echo_trail

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Re: Inf_Floodgate_Z.
« Reply #2 on: November 03, 2007, 09:25:17 pm »
I'm sitting in pitch black, and I still almost can't  see the map.
I fucking miss all you cunts!

Offline jrgp

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Re: Inf_Floodgate_Z.
« Reply #3 on: November 03, 2007, 09:40:28 pm »
I love your scenery usage, those cloads look great. Map looks pretty defaultish.

Only thing I don't really like is the lack of more than a single route and so many huge wide open spaces. This map will probably feature a lot of spraying and camping.

I'm sitting in pitch black, and I still almost can't  see the map.
Yeah, I have to be using my new bright lcd monitor to see the map at all.

Still, I must say I am glad to see an INF map for a change. I am sick of seeing so many new KZ's and TW's and almost never any official gamemode'd maps.
There are other worlds than these

Offline Arbiter

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Re: Inf_Floodgate_Z.
« Reply #4 on: November 03, 2007, 10:23:40 pm »
This map's for Zombies.

Quote from: echo_trail
I'm sitting in pitch black, and I still almost can't  see the map.

Increase your gamma then.

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"markin marknousky wont kno what hit him!" - Some loser.
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Offline Mr. Domino

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Re: Inf_Floodgate_Z.
« Reply #5 on: November 03, 2007, 11:21:26 pm »
Increase your gamma then.

Yeah, it's not a bright map, but everything is clearly visible. I think a number of people don't realize how poor their monitors are. A lot of cheap monitors tend to become darker and darker over a few years. Otherwise, older LCDs just don't have the clarity and color of a CRT and make things appear far darker than they are as well.

Anyway...

1) I'm glad to see you're shading/coloring your polygons now. Hopefully you'll start using the coloring tools for more than just a border effect. On the big hill and that vertical tunnel near the end, you'd do well to use varying shades of orange and green, perhaps even with some semi-transparent polygons over them with more colors. You can also learn how to stretch textures to avoid a wallpaper look to them and add a sort of "3-D depth" to your polygons.

2) This is not the way to stop people from going over the mountain. The invisible polygon barrier on the left side is open just as this one. If you're going to make a ceiling, make use it encases the sky above, because right now those angles polygons just provide a safe ledge for M79/grenade boosting players and still allow them to go up and over the mountain. For something like this, you could have just as easily made the exposed top of the mountain out of deadly polygons with no need for a barrier at all. Likewise, a long vertical barrier as you use for the tall thin mountains works as well.

As far as that other invisible structure with the Bravo spawn point, again, it provides a safe inexplicably invisible ledge to stand on. For players in the air, those polygons will either be a rude obstacle impeding their leap or a way to semi-safely "wall walk" in the air against some unseen wall. Bots fall normally and do not need to be routed as this structure does. If you were looking to avoid the bots spawning parachutes, simply create a ledge higher up in the map -- high enough so where Alpha should never really see or encounter it -- and have the bots walk off after spawning.

3) I've not played Halo, but I like how this bridge thing looks. I will suggest that you make the bridge out of "doesn't collide" polygons and then make a big invisible ice block right over it. The thin polygons will allow bots and players to get exploded past the bridge and trapped under it. Since all polygons under it are normal and there is no waypointing out of that situation, bots can get stuck there with no way out. I know I got blown through it when I played the map, and it's always good to reinforce thin polygons whenever possible.

4) As I mentioned to you while testing this, you have to spread out the spawn points more. Bravo doesn't get a spawn point until halfway through the map. You have nine Bravo spawn points, five of them at the very end. Assuming 18 bots, that should make for two spawned zombies per spawn point, resulting in a mob of roughly 16 bots packed together walking from the end through the map. Given how narrow and dark that tunnel at the halfway point and the vertical one are with no room to move around, asking a player to take on a 16 bot mob is a bit much I think.

Offline Arbiter

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Re: Inf_Floodgate_Z.
« Reply #6 on: November 04, 2007, 12:21:48 am »
Thanks for the advice. Updating. No more wallpaper, thanks to the transforming tool which I just found value in.
Spawns put around mountains, made em rather steep, no need for barriers, except the final mountain.
Bridge bottom kills, fall through the light emitter things.
Wait for the update :D
Updated.
« Last Edit: November 04, 2007, 01:17:24 am by Arbiter »

"Why beat kids when you can beat women?" - Espadon
"markin marknousky wont kno what hit him!" - Some loser.
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Offline poopdogg

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Re: Inf_Floodgate_Z.
« Reply #7 on: November 04, 2007, 05:58:49 am »
nice...man..:)

(Sorry if I am unintelligent, since the knowledge I have only comes from a school text book...)

Offline Arbiter

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Re: Inf_Floodgate_Z.
« Reply #8 on: November 04, 2007, 08:02:43 am »
Don't freaking spam every map without even downloading them...

"Why beat kids when you can beat women?" - Espadon
"markin marknousky wont kno what hit him!" - Some loser.
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